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020 _a9783030749101
_9978-3-030-74910-1
024 7 _a10.1007/978-3-030-74910-1
_2doi
050 4 _aHM
072 7 _aJHB
_2bicssc
072 7 _aJHB
_2bicssc
072 7 _aSOC026000
_2bisacsh
072 7 _aJHB
_2thema
072 7 _aJHB
_2thema
082 0 4 _a301
_223
100 1 _aWardle, Heather.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aGames Without Frontiers?
_h[electronic resource] :
_bSocio-historical Perspectives at the Gaming/Gambling Intersection /
_cby Heather Wardle.
250 _a1st ed. 2021.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Palgrave Macmillan,
_c2021.
300 _aXIII, 111 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLeisure Studies in a Global Era,
_x2946-3181
505 0 _aChapter 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.
506 0 _aOpen Access
520 _aThis 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.
650 0 _aSociology.
650 0 _aPopular Culture.
650 0 _aCommunication.
650 0 _aSports
_xSociological aspects.
650 0 _aSports sciences.
650 0 _aMass media.
650 1 4 _aSociology.
650 2 4 _aPopular Culture.
650 2 4 _aMedia and Communication.
650 2 4 _aSport Sociology.
650 2 4 _aSport Science.
650 2 4 _aMedia Sociology.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030749095
776 0 8 _iPrinted edition:
_z9783030749118
830 0 _aLeisure Studies in a Global Era,
_x2946-3181
856 4 0 _uhttps://doi.org/10.1007/978-3-030-74910-1
912 _aZDB-2-SLS
912 _aZDB-2-SXS
912 _aZDB-2-SOB
999 _c37833
_d37833