Roll the Bones tells the story of gambling: where it came from, how it has changed, and where it is now. This is the new Casino Edition. which updates and expands the global history of gambling to include a greater focus on casinos, from their development in European spas to their growth in Reno and Las Vegas. New material chronicles in greater depth the development of casino resorts on the Las Vegas Strip and their spread throughout the United States. A new chapter better places Atlantic City's casinos into their correct context, and new material accounts for the rise of casinos in Asia and online gaming. From the first modern casino in Venice (1638), casinos have grown incredibly. During the 18th and 19th century, a series of European spa towns, culminating in Monte Carlo, hosted casinos. In the United States, during those same years, gambling developed both in illegal urban gambling halls and in the wide-open saloons of the western frontier. Those two strands of American gambling came together in Nevada's legal casinos, whose current regime dates from 1931. Developing with a healthy assist from elements affiliated with organized crime, these casinos eventually outgrew their rough-hewn routes, becoming sun-drenched pleasure palaces along the Las Vegas Strip. With Nevada casinos proving successful, other states, beginning with New Jersey in 1976, rolled the dice. From there, casinos have come to America's tribal lands, rivers, and urban centers. In the last decade, gambling has moved online, while Asia--with multi-billion dollar projects in Macau and Singapore--has become a new casino frontier. Reading Roll the Bones, you'll get a better appreciation for how long casinos and gambling have been with us--and what they mean to us today.
The concept of Corporate Social Responsibility (CSR) has become increasingly widespread, as businesses seek to incorporate socially responsible behaviors while still being accountable to shareholders. Indeed some research has suggested that CSR in itself can form the basis of good PR by promoting consumers’ purchase decisions. Arguing that this approach is a dangerous oversimplification, this book takes a deeper look at the concept of CSR in a particularly challenging context - casino gaming. Originally the province of seedy, backdoor establishments in isolated cities, casino gaming has become a multibillion-dollar global industry. Drawing on in-depth research in Las Vegas, this unique study examines how and why corporations in the casino industry interpret and engage in CSR through community support, environmental issues, labor rights, and corporate governance. Through in-depth analysis of CSR in this industry, this book adds a new dimension to the debate on the role of CSR and public relations in business. Given the burgeoning relationship between CSR and corporate PR, the book seeks to illuminate CSR’s complexities, contradictions, and moral obligations. It will be of interest to all scholars of public relations, corporate communications, and corporate reputation.
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.
The lights are coming down. Frank, Dean, and Sammy are about to take the stage. This is the moment we remember, when Las Vegas became classic. And it was at the Sands. Built in 1952 over the ashes of Hollywood Reporter publisher Billy Wilkerson's last chance in Las Vegas, the Sands was a collective effort. Underworld figures like Meyer Lansky, Doc Stacher, and Frank Costello provided the cash. Beloved Texas gambler Jake Freedman was the public face. Manhattan nightclub king Jack Entratter kept the Copa Room filled and made the party happen, every night. Carl Cohen, esteemed as the greatest casino manager in the history of the business, made the team complete.No matter how well your casino is run, you need a good hook to get the gamblers through the door. Casino owners were learning that entertainment was a pretty fair hook. Entratter, who broke into the entertainment business as a bouncer at the Stork Club, had risen to become manager of the Copacabana, one of Manhattan's hottest hot spots, before heading to Las Vegas. At the Sands, "Mr. Entertainment" brought many of the brightest stars of the day to the casino's showroom, named the Copa Room. The Copa was the hottest ticket in America and, for performers, one of the most coveted stages in the nation. Headlining at the Sands-or even opening there-meant that you had made it.For gamblers, the Sands was paradise. For tourists, it was a chance to see some sophistication-and maybe run into a famous singer or actor. The resort itself became a celebrity. Early on, the Sands hosted numerous radio and television broadcasts, bringing the casino into American households coast to coast when gambling was still not entirely reputable. Las Vegas is a city built on public relations, and the Sands' Al Freeman was one of its early masters.The Sands did more than showcase stars: it made them shine brighter. In 1960, while filming Ocean's 11, the Rat Pack (though they were never called that in those days) came together onstage at the Sands, creating a cultural icon that would define the era. Behind the scenes, Davis and Sinatra resisted the prevailing segregationist mindset of Las Vegas and helped to overturn Jim Crow on the Strip. With Sinatra as its star, the Sands reached its highest point, hosting everyone from John F. Kennedy to Texas oilmen to Miami bookmakers.Yet the Sands wasn't all comps and curtain calls. Behind the scenes, the casino's connection with reputed mobsters made it a target. For years, the FBI tried to penetrate the casino, including a disastrous wiretapping operation that turned into a public embarrassment for the Bureau. And Frank Sinatra-at one point a 10 percent owner of the Sands-would divest his interests after a highly-publicized feud with Nevada gaming regulators over his friendship with alleged Chicago mob kingpin Sam Giancana.thanksAfter Howard Hughes bought the Sands in 1967 (with Frank Sinatra explosively departing soon after) the Sands lost some of its allure, but the casino soldiered on under Hughes and other owners before being sold to Sheldon Adelson, who closed the property in 1996 to make way for the Venetian mega-resort, along the way doing for conventions what Jack Entratter had done for entertainment in Las Vegas four decades earlier.In the end, the Sands went out with a bang-an implosion that brought down its hotel tower. It had a wild 44 year run. Along the way, a host of characters, including the Rat Pack (and their many friends) in all their glory, author Mario Puzo, Apollo astronauts, wealthy arms dealer Adnan Khashoggi, and President Ronald Reagan passed through the Sands' doors.At the Sands tells the story of how one of the most fondly remembered classic Las Vegas casinos beat the odds to become a success, staged some of the Strip's most memorable spectaculars, and paved the way for the next generation of Las Vegas resorts. The Sands may be gone, but it did not fade away.
Gaming is continuing to grow into one of the largest entertainment industries, not only in North America but also in the entire world. It has been estimated that, as of early 2015, nearly one-third (115 million) of Americans are playing video games. There is an average of two gamers in a United States household, and 80% of these households own at least one device that plays video games (Entertainment Software Association, 2015). The average gamer spends eight hours a week playing video games, with more hard-core gamers playing, on average, thirty hours a week (ESRB, 2010). Depending on the genre, video games can require a considerable time investment, often far beyond the time required to consume other entertainment media. This is especially the case with online-based video games (Yee, 2006). As a result, video games can significantly affect intimate relationships. The first chapter of this book discusses implications of video games for a couple's emotional health. Chapter Two examines the existing literature on active gaming and physical activity, and addresses game design components that have the potential to impact psychological factors such as motivation, emotions and well-being that may promote or deter long-term game play and physical activity behavior. Chapter Three systematically summarises and evaluates the effectiveness of exergaming on fundamental movement skill competence among children and young adults. Chapter Four reviews some neuroimaging internet gaming disorder (IGD) studies and discusses the findings. The book concludes with a commentary on internet gaming disorders and its impact on the children who play.
A tale of good and evil, of corruption and deceit, of prejudice, politics, and power, this compelling account scrutinizes the immensely lucrative Nevada gambling industry’s struggle to maintain legitimacy—or at least the appearance of it. Ronald A. Farrell and Carole Case tell how state regulators created the “Black Book” in the 1960s, a list of “notorious and unsavory” persons banned forever from owning, managing, or even entering casinos in the state. The regulators dramatically pursued and publicly denounced former lieutenants of Al Capone, alleged overlords of the American Mafia, nationally known professional gamblers, and major casino owners, as well as small-time bookies and hoods, reputed sports fixers, and gambling cheats. To date, thirty-eight names have been entered in the Black Book, including Sam Giancana, Anthony Spilotro, and Frank “Lefty” Rosenthal. Farrell and Case contend, however, that the denunciations were a melodrama, meant to show that the government was cleansing the city of corruption. Through the Black Book, the regulators focus public attention on “the Mob,” rather than on a multitude of competing criminal interests already in the gaming industry. The authors uncover evidence of ethnic discrimination by the regulators, including selective prosecution of Italian Americans whose notoriety fit popular Mafia stereotypes. The Black Book and the Mob records hearings of the regulatory commission and the voices of lawyers, government officials, casino owners, and the people named in the Black Book itself. This Las Vegas story is a rebuke to the gaming industry and a cautionary tale for many states and communities now weighing the legalization of casino gambling.
Examines Indian gaming in detail: what it is, how it became on of the most politically charged phenomena for tribes and states today, and the legal and political compromises that shape its present and will determine its future.
Indian gaming activities and the revenues generated from them have grown substantially since the late 1980's. 184 of the 555 Indian tribes officially recognized by the U.S. were operating a total of 281 gaming facilities as of December 31, 1996. This report provides an updated profile of the Indian gaming industry, information on the amount of transfers to the tribes from their gaming facilities, a comparison of Indian gaming revenues with the revenues generated by other legalized gaming activities, and a summary of the federal tax treatment of Indian tribes and tribe members. Charts and tables.