Addiction by Design

Addiction by Design

Author: Natasha Dow Schüll

Publisher: Princeton University Press

Published: 2014-05-11

Total Pages: 456

ISBN-13: 0691160880

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An anthropologist looks at the new "crack cocaine" of high-tech gambling Recent decades have seen a dramatic shift away from social forms of gambling played around roulette wheels and card tables to solitary gambling at electronic terminals. Slot machines, revamped by ever more compelling digital and video technology, have unseated traditional casino games as the gambling industry's revenue mainstay. Addiction by Design takes readers into the intriguing world of machine gambling, an increasingly popular and absorbing form of play that blurs the line between human and machine, compulsion and control, risk and reward. Drawing on fifteen years of field research in Las Vegas, anthropologist Natasha Dow Schüll shows how the mechanical rhythm of electronic gambling pulls players into a trancelike state they call the "machine zone," in which daily worries, social demands, and even bodily awareness fade away. Once in the zone, gambling addicts play not to win but simply to keep playing, for as long as possible—even at the cost of physical and economic exhaustion. In continuous machine play, gamblers seek to lose themselves while the gambling industry seeks profit. Schüll describes the strategic calculations behind game algorithms and machine ergonomics, casino architecture and "ambience management," player tracking and cash access systems—all designed to meet the market's desire for maximum "time on device." Her account moves from casino floors into gamblers' everyday lives, from gambling industry conventions and Gamblers Anonymous meetings to regulatory debates over whether addiction to gambling machines stems from the consumer, the product, or the interplay between the two. Addiction by Design is a compelling inquiry into the intensifying traffic between people and machines of chance, offering clues to some of the broader anxieties and predicaments of contemporary life. At stake in Schüll's account of the intensifying traffic between people and machines of chance is a blurring of the line between design and experience, profit and loss, control and compulsion.


Plunkett's Entertainment and Media Industry Almanac 2008

Plunkett's Entertainment and Media Industry Almanac 2008

Author: Jack W. Plunkett

Publisher: Plunkett Research, Ltd.

Published: 2008

Total Pages: 593

ISBN-13: 1593921039

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A market research guide to the entertainment and media industry. It contains trends, statistical tables, and an industry glossary. It also includes one page profiles of entertainment and media industry firms, including addresses, phone numbers, executive names.


Jokers Wild

Jokers Wild

Author: Thomas Barker

Publisher: Bloomsbury Publishing USA

Published: 2000-09-30

Total Pages: 233

ISBN-13: 0313002444

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A history and analysis of gambling in the United States from bingo to state lotteries to Indian gaming and the rise of Las Vegas, this book reveals how we have become a nation of gamblers and what the future holds for the gambling industry. From the colonial era to the present, Americans have enjoyed a love-hate relationship with gambling. It is a pastime that has gone from sin to recreational activity, and an industry that has moved from control by organized crime to management by executives with MBAs. While gaming is one of the nation's fastest-growing industries, Barker and Britz predict that this process will slow or stop in the next century as the result of market saturation and unknown social and economic effects which loom over the glitz, glamour, and action. Providing the latest information on the nature and extent of legalized gambling in the United States, this study examines why we gamble and how the relative impact of the activity differs in certain segments of the population. Legalized gambling is, at best, problematic behavior with both good and bad consequences. State-sponsored gambling, both in the form of monopolistic lotteries and in tribal casinos, does to some extent call into question the proper role of the state or tribal nation in promoting a potentially harmful activity among its citizens. States that have looked to legalized gambling as a source of economic salvation may soon experience difficulties as gambling venues multiply and unregulated Internet gambling becomes more widespread.


The World Almanac and Book of Facts 2024

The World Almanac and Book of Facts 2024

Author: Sarah Janssen

Publisher: Simon and Schuster

Published: 2023-12-05

Total Pages: 3463

ISBN-13: 1510777628

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#1 New York Times Bestseller! Get thousands of facts at your fingertips with this essential resource: sports, pop culture, science and technology, U.S. history and government, world geography, business, and so much more. The World Almanac® is America’s bestselling reference book of all time, with more than 83 million copies sold. For more than 150 years, this compendium of information has been the authoritative source for school, library, business, and home. The 2024 edition of The World Almanac reviews the biggest events of 2023 and will be your go-to source for questions on any topic in the upcoming year. Praised as a “treasure trove of political, economic, scientific and educational statistics and information” by The Wall Street Journal, The World Almanac and Book of Facts will answer all of your trivia needs effortlessly. Features include: Special Feature: Election 2024: A new feature covers all voters need to know going into the 2024 presidential election season, including primary and caucus dates, candidate profiles, campaign finance numbers, and more. 2023—Top 10 News Topics: The editors of The World Almanac list the top stories that held the world's attention in 2023, from wildfires and earthquakes to Israel, Ukraine, and the U.S. Congress. 2023—Year in Sports: Hundreds of pages of trivia and statistics that are essential for any sports fan, featuring complete coverage of the 2022 FIFA Men's World Cup, 2023 FIFA Women's World Cup, and 2023 World Series. 2023—Year in Pictures: Striking full-color images from around the world in 2023, covering news, entertainment, science, and sports. 2023—Offbeat News Stories: The World Almanac editors found some of the strangest news stories of the year. World Almanac Editors' Picks: Time Capsule: The World Almanac lists the items that most came to symbolize the year 2023, including a Swiftie-created friendship bracelet and the House Speaker's gavel. The World at a Glance: This annual feature of The World Almanac provides a quick look at the surprising stats and curious facts that define the changing world. Other Highlights: Stats and graphics across dozens of chapters show how the pandemic continues to affect the economy, work, family life, education, and culture. Plus more new data to help understand the world, including housing costs, public schools and test scores, streaming TV and movie ratings, and much more.


Posthuman Gaming

Posthuman Gaming

Author: Poppy Wilde

Publisher: Taylor & Francis

Published: 2023-09-21

Total Pages: 243

ISBN-13: 1000963071

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Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.