The gamblification of digital games
نویسندگان
چکیده
The consumption of digital games has become increasingly gamblified (Gainsbury et al, 2015; Zanescu 2020) in recent years. Due to the changes media landscape such as development new forms gambling via Internet and mobile phones, consumers can now play gamble real-time from almost any location (Newall 2019; King 2010; Griffiths & Parke, 2010). growing intersections between games, gambling, practices afforded by these technological take many (Albarran-Torres, 2018). Some players pursue what known skin betting, which involves wagering skins (virtual appearances) characters either within or on third-party websites platforms (Greer 2019); others bet esports (competitive gaming) competitions a manner comparable traditional sports betting 2017); utilise monetisation methods when watching engaging with live-streamed game content Twitch.tv (Abarbanel Johnson, 2020); while still purchase loot boxes, focus papers our particular issues, involve paying real-world money for an unpredictable set in-game virtual items (Macey Hamari, 2019, Nielsen Grabarczyk, 2019). Our goal this special issue is begin elucidate some patterns, both gaming that we see heralded developments.
منابع مشابه
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ژورنال
عنوان ژورنال: Journal of Consumer Culture
سال: 2021
ISSN: ['1741-2900', '1469-5405']
DOI: https://doi.org/10.1177/1469540521993904