This article examines how ‘gambling’ secured a central economic and cultural position in the development of modern digital games. We first trace how developers have monetized ‘games’ and ‘play’, from slot machines to PC, console and mobile platforms, before considering the recent controversy over ‘loot boxes’ as an emblematic case study of the ongoing gamblification of digital play. We argue that (1) the rising costs of development and marketing for ‘blockbuster’ games, (2) an overcrowded marketplace and (3) significant shifts in the corporate culture of the games industry are creating cultural conditions which legitimize gambling as a form of digital game production and consumption. This is evidenced in developers’ capacity to innovate aro...
Loot boxes are a feature in video games where players can acquire virtual goods like weapons, charac...
This open access book focuses on how and why digital games and gambling are increasingly intertwined...
This article constructs a new framework for the study of games as sites of social rationalization, a...
This article examines how ‘gambling’ secured a central economic and cultural position in the develop...
The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanesc...
This article investigates the origin, circulation, and consumption of a new commodity—the “battle pa...
Skill-based elements are increasing being introduced to electronic gaming machines to appeal to a br...
The video game industry has expanded rapidly in recent years by implementing a microtransaction busi...
This paper explores the media changes associated with the digitisation of gambling platforms, as wel...
This open access book focuses on how and why digital games and gambling are increasingly intertwined...
Gaming and gambling are beginning to converge, as illustrated by the emergence of computer games whe...
Loot boxes have recently become a game mechanism of concern to policy-makers and regulators. The sim...
Over the last two decades digital game companies have had to compete against internet companies, gra...
The data comprises of in-depth interviews with two groups. The first is 20 parents and carers of chi...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
Loot boxes are a feature in video games where players can acquire virtual goods like weapons, charac...
This open access book focuses on how and why digital games and gambling are increasingly intertwined...
This article constructs a new framework for the study of games as sites of social rationalization, a...
This article examines how ‘gambling’ secured a central economic and cultural position in the develop...
The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanesc...
This article investigates the origin, circulation, and consumption of a new commodity—the “battle pa...
Skill-based elements are increasing being introduced to electronic gaming machines to appeal to a br...
The video game industry has expanded rapidly in recent years by implementing a microtransaction busi...
This paper explores the media changes associated with the digitisation of gambling platforms, as wel...
This open access book focuses on how and why digital games and gambling are increasingly intertwined...
Gaming and gambling are beginning to converge, as illustrated by the emergence of computer games whe...
Loot boxes have recently become a game mechanism of concern to policy-makers and regulators. The sim...
Over the last two decades digital game companies have had to compete against internet companies, gra...
The data comprises of in-depth interviews with two groups. The first is 20 parents and carers of chi...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
Loot boxes are a feature in video games where players can acquire virtual goods like weapons, charac...
This open access book focuses on how and why digital games and gambling are increasingly intertwined...
This article constructs a new framework for the study of games as sites of social rationalization, a...