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.
Preface: The VIP Lounge Introduction. Digital gambling as media Part I.
Gamble-play theory
1. Towards a theory of gamble-play
2. Smoke and mirrors:
procedural rhetoric in gamble-play
3. Gamble-play media and practices of
consumption Part II. Gamble-play platforms
4. Gamble-play and popular
culture: when slots meet Hollywood
5. Gamble-play as Second Life: the case of
PKR
6. Mobile gamble-play apps: a casino in your pocket . Gambling with
markets: stock trading apps and the logic of gamble-play Postface:
Gamble-play in the societies of control
César Albarrįn-Torres is Lecturer in Media and Communications at Swinburne University of Technology, Australia.