Show simple item record

dc.contributor.authorWardle, Heather
dc.date.accessioned2021-08-13T14:38:31Z
dc.date.available2021-08-13T14:38:31Z
dc.date.issued2021
dc.identifierONIX_20210813_9783030749101_10
dc.identifier.urihttps://0-library-oapen-org.catalogue.libraries.london.ac.uk/handle/20.500.12657/50414
dc.description.abstractThis 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.
dc.languageEnglish
dc.relation.ispartofseriesLeisure Studies in a Global Era
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociologyen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular cultureen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studiesen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBS Sociology: sport and leisureen_US
dc.subject.classificationthema EDItEUR::S Sports and Active outdoor recreationen_US
dc.subject.otherSociology
dc.subject.otherInternet
dc.subject.otherOnline
dc.subject.otherAustralia
dc.subject.otherUK
dc.subject.otherUSA
dc.subject.otherReward
dc.subject.otherRisk
dc.subject.otherMoney
dc.subject.otherE-sports
dc.subject.otherLeisure
dc.titleGames Without Frontiers?
dc.title.alternativeSocio-historical Perspectives at the Gaming/Gambling Intersection
dc.typebook
oapen.identifier.doi10.1007/978-3-030-74910-1
oapen.relation.isPublishedBy6c6992af-b843-4f46-859c-f6e9998e40d5
oapen.relation.isFundedByd859fbd3-d884-4090-a0ec-baf821c9abfd
oapen.relation.isbn9783030749101
oapen.collectionWellcome
oapen.imprintPalgrave Macmillan
oapen.pages111
oapen.grant.number200306


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record