The Gamblification of Digital Games
Authors/Creators
Description
The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanescu et al, 2020) in recent years. Due to the changes in media landscape such as the development of new forms of gambling via the Internet and mobile phones, consumers can now play games and gamble in real-time and from almost any location (Newall et al, 2019; King et al, 2010; Griffiths & Parke, 2010). The growing intersections between digital games, gambling, and consumption practices afforded by these technological changes take many forms (Albarrán-Torres, 2018). Some players pursue what has become known as "skin betting", which involves wagering digital "skins" (virtual appearances) of characters either within games or on third-party websites and platforms (Greer et al, 2019); others bet on esports (competitive digital gaming)competitions in a manner comparable to traditional sports betting (Gainsbury et al, 2017); others utilise"gamblified" monetisation methods when watching and engaging with live-streamed digital game content on platforms such as Twitch.tv (Abarbanel & Johnson, 2020); while others still purchase loot boxes, the focus of many of the papers in our particular issues, which involve paying real-world money for an unpredictable set of in-game virtual items (Macey & Hamari, 2019, Nielsen & Grabarczyk, 2019). This list is, however, difficult tomake comprehensive or exhaustive due to the rapid speed with which innovations and techniques in this domain are developing (Johnson & Brock, 2020). Nevertheless, the very speed of these developments shows us what a dynamic and rapidly-evolving field of consumption the gaming-gambling intersection presentlyrepresents, and what a wide range of platforms, users and practices are becoming thus entangled in new - and often to the outsider extraordinary - ways.
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Additional details
Dates
- Accepted
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2021-03-23Published