
Digital Gambling
Theorizing Gamble-Play Media
Series: Routledge Studies in New Media and Cyberculture;
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Product details:
- Edition number 1
- Publisher Routledge
- Date of Publication 14 August 2020
- ISBN 9780367591724
- Binding Paperback
- No. of pages264 pages
- Size 229x152 mm
- Weight 453 g
- Language English 137
Categories
Short description:
This book develops the concept of "gamble-play media", describing how some gambling and gambling-like practices are increasingly mediated by digital technologies.
MoreLong description:
This book develops the concept of "gamble-play media", describing how some gambling and gambling-like practices are increasingly mediated by digital technologies. Digital gambling brings gambling closer to the practices and features of videogames, as audio-visual simulations structure users? experiences. By studying digital gambling from media studies, videogame and cultural studies approaches, this book offers a new critical perspective on the issues raised by computer-mediated gambling, while expanding our perspective on what media and gambling are. In particular, it critically analyses terrestrial, mobile and online slot machines, online poker and stock trading apps through a selection of case studies.
"I am thrilled to recommend a book that is essential reading for students and scholars working across gambling and gaming studies. At last, we have a rigorous, creative and thought-provoking study to help us make sense of proliferating platforms and products that are blurring the lines between entertainment and investment in everyday life. Albarrán-Torres? concept of ?digital gamble-play? is quite literally a game-changer." --Fiona Nicoll , Research Chair in Gambling Policy with the Alberta Gambling Research Institute and the Department of Political Science at University of Alberta, Canada
MoreTable of Contents:
Preface: The VIP Lounge Introduction. Digital gambling as media Part I. Gamble-play theory 1. Towards a theory of gamble-play 2. Smoke and mirrors: procedural rhetoric in gamble-play 3. Gamble-play media and practices of consumption Part II. Gamble-play platforms 4. Gamble-play and popular culture: when slots meet Hollywood 5. Gamble-play as Second Life: the case of PKR 6. Mobile gamble-play apps: a casino in your pocket . Gambling with markets: stock trading apps and the logic of gamble-play Postface: Gamble-play in the societies of control
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Digital Gambling: Theorizing Gamble-Play Media
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