Leisure Studies in a Global Era
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Games Without Frontiers?

Socio-historical Perspectives at the Gaming/Gambling Intersection

Authors: Wardle, Heather

  • Seeks to situate the development of social media games alongside broader social, political, and technological changes
  • Looks at the gamification and ‘gamblification’ of everyday practice
  • Considers gambling in different international contexts including the UK, USA, and Australia
  • This is an open access book
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eBook  
  • ISBN 978-3-030-74910-1
  • This book is an open access book, you can download it for free on link.springer.com
Hardcover 31,19 €
price for Spain (gross)
  • ISBN 978-3-030-74909-5
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About this book

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.  

About the authors

Heather Wardle is Lord Kelvin/Adam Smith Reader in Social Sciences at the University of Glasgow, specialising in gambling research, policy and practice.


Reviews

As digital gaming becomes ever more pathologised in the minds of many, this book avoids simple moral-panic responses in its examination of how some elements of digital gaming are becoming increasingly gamblified (and vice versa). By considering the industry as well as players, Wardle crisply lays out the terrain, why we should care, and the importance of studying this area without preconceptions.” - Dr. Mark R Johnson, Lecturer in Digital Cultures, University of Sydney, Australia

Table of contents (5 chapters)

Table of contents (5 chapters)
  • Introduction

    Pages 1-8

    Wardle, Heather

  • The Gambling Permeation? Cultural, Social and Economic Intersections Between Games and Gambling

    Pages 9-34

    Wardle, Heather

  • When Games and Gambling Collide: Modern Examples and Controversies

    Pages 35-77

    Wardle, Heather

  • Challenging “Play”

    Pages 79-101

    Wardle, Heather

  • Concluding Remarks

    Pages 103-108

    Wardle, Heather

Buy this book

eBook  
  • ISBN 978-3-030-74910-1
  • This book is an open access book, you can download it for free on link.springer.com
Hardcover 31,19 €
price for Spain (gross)
  • ISBN 978-3-030-74909-5
  • Free shipping for individuals worldwide
  • Institutional customers should get in touch with their account manager
  • Shipping restrictions
  • Usually ready to be dispatched within 3 to 5 business days, if in stock
  • The final prices may differ from the prices shown due to specifics of VAT rules
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Bibliographic Information

Bibliographic Information
Book Title
Games Without Frontiers?
Book Subtitle
Socio-historical Perspectives at the Gaming/Gambling Intersection
Authors
Series Title
Leisure Studies in a Global Era
Copyright
2021
Publisher
Palgrave Macmillan
Copyright Holder
The Editor(s) (if applicable) and The Author(s)
eBook ISBN
978-3-030-74910-1
DOI
10.1007/978-3-030-74910-1
Hardcover ISBN
978-3-030-74909-5
Edition Number
1
Number of Pages
XIII, 111
Topics