000 | 03573nam a22006375i 4500 | ||
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001 | 978-3-030-74910-1 | ||
003 | DE-He213 | ||
005 | 20240508091657.0 | ||
007 | cr nn 008mamaa | ||
008 | 210716s2021 sz | s |||| 0|eng d | ||
020 |
_a9783030749101 _9978-3-030-74910-1 |
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024 | 7 |
_a10.1007/978-3-030-74910-1 _2doi |
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050 | 4 | _aHM | |
072 | 7 |
_aJHB _2bicssc |
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072 | 7 |
_aJHB _2bicssc |
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072 | 7 |
_aSOC026000 _2bisacsh |
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_aJHB _2thema |
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_aJHB _2thema |
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082 | 0 | 4 |
_a301 _223 |
100 | 1 |
_aWardle, Heather. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
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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. |
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300 |
_aXIII, 111 p. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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490 | 1 |
_aLeisure Studies in a Global Era, _x2946-3181 |
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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. |
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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 |
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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 |