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Games Without Frontiers? [electronic resource] : Socio-historical Perspectives at the Gaming/Gambling Intersection / by Heather Wardle.

Por: Colaborador(es): Tipo de material: TextoTextoSeries Leisure Studies in a Global EraEditor: Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2021Edición: 1st ed. 2021Descripción: XIII, 111 p. online resourceTipo de contenido:
  • texto
Tipo de medio:
  • computadora
Tipo de soporte:
  • recurso en línea
ISBN:
  • 9783030749101
Tema(s): Formatos físicos adicionales: Printed edition:: Sin título; Printed edition:: Sin títuloClasificación CDD:
  • 301 23
Recursos en línea:
Contenidos:
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.
En: Springer Nature eBookResumen: 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.
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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.

Open Access

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.

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