ABSTRACT

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.

chapter |36 pages

Introduction

Digital Gambling as Media

part I|86 pages

Gamble-Play Theory

chapter 1|26 pages

Towards a Theory of Gamble-Play

chapter 2|23 pages

Smoke and Mirrors

Procedural Rhetoric in Gamble-Play

part II|112 pages

Gamble-Play Platforms

chapter 4|41 pages

Gamble-Play and Popular Culture

When Slots Meet Hollywood

chapter 5|29 pages

Gamble-Play as Second Life

The Case of PKR

chapter 6|29 pages

Mobile Gamble-Play Apps

A Casino in Your Pocket

chapter 7|13 pages

Gambling with Markets

Stock Trading Apps and the Logic of Gamble-Play

chapter |5 pages

Postface

Gamble-Play in the Societies of Control