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 ...
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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.
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New. C. 244 p. Routledge Studies in New Media and Cyberculture . 1 Tables, black and white; 32 Halftones, black and white; 32 Illustrations, black and white. Intended for college/higher education audience.
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New. Contains: Illustrations, black & white, Halftones, black & white, Tables, black & white. Routledge Studies in New Media and Cyberculture . Includes: illustrations, black & white, tables, black & white, halftones, black & white. Intended for college/higher education audience.
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New. Print on demand Contains: Illustrations, black & white, Halftones, black & white, Tables, black & white. Routledge Studies in New Media and Cyberculture . Includes: illustrations, black & white, tables, black & white, halftones, black & white. Intended for college/higher education audience.