Introduces students to the games, the people and the places associated with modern gambling. A problem-based learning approach is then used to teach students how to create a gaming room floor using both consumer behaviour and harm minimisation principles.
Topic 1: Gambling, gaming and wagering
Topic 2: The psychology of gamblers
Topic 3: The gambling environment
Topic 4: Consumer behaviour and servicescapes
Topic 5: Gaming room design
Topic 6: Ethical practices in the provision of gambling
Topic 7: Thinking creatively
Topic 8: Creating a safer gambling environment
Unit Learning Outcomes express learning achievement in terms of what a student should know, understand and be able to do on completion of a unit. These outcomes are aligned with the graduate attributes. The unit learning outcomes and graduate attributes are also the basis of evaluating prior learning.
|On completion of this unit, students should be able to:|
|1||Describe an aspect of modern gambling|
|2||Evaluate a gaming room floor using servicescape principles|
|3||Create a harm minimisation strategy|
On completion of this unit, students should be able to:
- Describe an aspect of modern gambling
- Evaluate a gaming room floor using servicescape principles
- Create a harm minimisation strategy
- No prescribed texts.
Teaching and assessment
Commonwealth Supported courses
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