Games Without Frontiers? Socio-historical Perspectives at the Gaming/Gambling Intersection

This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between ga...

Full description

Bibliographic Details
Main Author: Wardle, Heather
Format: eBook
Language:English
Published: Cham Palgrave Macmillan 2021, 2021
Edition:1st ed. 2021
Series:Leisure Studies in a Global Era
Subjects:
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
LEADER 02666nmm a2200373 u 4500
001 EB001995144
003 EBX01000000000000001158046
005 00000000000000.0
007 cr|||||||||||||||||||||
008 210803 ||| eng
020 |a 9783030749101 
100 1 |a Wardle, Heather 
245 0 0 |a Games Without Frontiers?  |h Elektronische Ressource  |b Socio-historical Perspectives at the Gaming/Gambling Intersection  |c by Heather Wardle 
250 |a 1st ed. 2021 
260 |a Cham  |b Palgrave Macmillan  |c 2021, 2021 
300 |a XIII, 111 p  |b online resource 
505 0 |a Chapter 1. Introduction -- Chapter 2. The Gambling Permeation? Cultural, Social and Economic Intersections Between Games and Gambling -- Chapter 3. When Games and Gambling Collide: Modern Examples and Controversies -- Chapter 4. Challenging “Play” -- Chapter 5. Concluding Remarks 
653 |a Sports sciences 
653 |a Communication 
653 |a Media Sociology 
653 |a Mass media 
653 |a Media and Communication 
653 |a Sport Sociology 
653 |a Popular Culture 
653 |a Sociology 
653 |a Sports / Sociological aspects 
653 |a Sport Science 
041 0 7 |a eng  |2 ISO 639-2 
989 |b Springer  |a Springer eBooks 2005- 
490 0 |a Leisure Studies in a Global Era 
028 5 0 |a 10.1007/978-3-030-74910-1 
856 4 0 |u https://doi.org/10.1007/978-3-030-74910-1?nosfx=y  |x Verlag  |3 Volltext 
082 0 |a 301 
520 |a This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the 20th century but also incorporates more recent trends like the poker boom of the 1990s, the development of social media gambling products and the development of skin betting markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling cultures and products has accelerated within the last decade – and shows little signs of stopping. Wardle explores what this means for our understanding of risk, how gaming and gambling entities use each other for commercial advantage, and crucially explores what young people think of this, before making recommendations for action. Heather Wardle is Lord Kelvin/Adam Smith Reader in Social Sciences at the University of Glasgow, specialising in gambling research, policy and practice