{"title":"书评:没有边界的游戏?","authors":"V. Marionneau","doi":"10.1177/14550725221149490","DOIUrl":null,"url":null,"abstract":"Dewey (1913, p. 725) defined play as “activities, which are not consciously performed for the sake of any result beyond themselves; activities which are enjoyable in their own execution without reference to ulterior purpose”. Similarly, for Caillois (1967), play is something separate from work, a free and entertaining activity that does not result in the creation of any economic value. It is this question of value and purpose that has separated gambling from play and games. From an economic perspective, gambling can be argued not to produce value, but merely transfer and circulate it (Young & Markham, 2017). However, from the perspective of the gambler, the act of gambling is staking something of value for the purpose of winning something. Games and play have not been characterised by the risk of losing or winning something of value. Instead, these activities are valuable in themselves as forms of entertainment or leisure – at least until digitalisation has turned the gaming world into big business. In digital environments, social gaming has become increasingly prevalent and lucrative, and game play has become monetised and commercialised in a very similar way to gambling. Micropayments and loot boxes, in particular, have received research attention due to their similarities to gambling (e.g., Drummond & Sauer, 2018; Macey et al., 2022). In some jurisdictions, regulators are also taking action to limit gambling-like features in gaming (Derrington et al., 2021). Understanding what unites and what separates the worlds of gambling and gaming has become a crucial question for research, harm prevention and regulation. Games without Frontiers (2021), Heather Wardle’s first book, delivers an inspiring and comprehensive introduction to these topics from a historical as well as contemporary perspective. Wardle shows that what has recently become called “convergence” between gambling and gaming (e.g., Gainsbury, 2019; Kim & King, 2020) is actually a new phase in a long, shared history. The relationship between gambling and gaming has recently amplified and accelerated due to the digital turn and technological developments, such as fast payments and constant availability. Wardle approaches these topics from two complementary perspectives: a cultural perspective and an industry perspective. The discussion on convergence therefore not only refers to an intersection of game characteristics, but also to wider processes in industry and society.","PeriodicalId":46180,"journal":{"name":"Nordic Studies on Alcohol and Drugs","volume":"46 1","pages":"414 - 417"},"PeriodicalIF":1.9000,"publicationDate":"2023-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Book review: Games without frontiers?\",\"authors\":\"V. Marionneau\",\"doi\":\"10.1177/14550725221149490\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Dewey (1913, p. 725) defined play as “activities, which are not consciously performed for the sake of any result beyond themselves; activities which are enjoyable in their own execution without reference to ulterior purpose”. Similarly, for Caillois (1967), play is something separate from work, a free and entertaining activity that does not result in the creation of any economic value. It is this question of value and purpose that has separated gambling from play and games. From an economic perspective, gambling can be argued not to produce value, but merely transfer and circulate it (Young & Markham, 2017). However, from the perspective of the gambler, the act of gambling is staking something of value for the purpose of winning something. Games and play have not been characterised by the risk of losing or winning something of value. Instead, these activities are valuable in themselves as forms of entertainment or leisure – at least until digitalisation has turned the gaming world into big business. In digital environments, social gaming has become increasingly prevalent and lucrative, and game play has become monetised and commercialised in a very similar way to gambling. Micropayments and loot boxes, in particular, have received research attention due to their similarities to gambling (e.g., Drummond & Sauer, 2018; Macey et al., 2022). In some jurisdictions, regulators are also taking action to limit gambling-like features in gaming (Derrington et al., 2021). Understanding what unites and what separates the worlds of gambling and gaming has become a crucial question for research, harm prevention and regulation. Games without Frontiers (2021), Heather Wardle’s first book, delivers an inspiring and comprehensive introduction to these topics from a historical as well as contemporary perspective. Wardle shows that what has recently become called “convergence” between gambling and gaming (e.g., Gainsbury, 2019; Kim & King, 2020) is actually a new phase in a long, shared history. The relationship between gambling and gaming has recently amplified and accelerated due to the digital turn and technological developments, such as fast payments and constant availability. Wardle approaches these topics from two complementary perspectives: a cultural perspective and an industry perspective. The discussion on convergence therefore not only refers to an intersection of game characteristics, but also to wider processes in industry and society.\",\"PeriodicalId\":46180,\"journal\":{\"name\":\"Nordic Studies on Alcohol and Drugs\",\"volume\":\"46 1\",\"pages\":\"414 - 417\"},\"PeriodicalIF\":1.9000,\"publicationDate\":\"2023-02-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Nordic Studies on Alcohol and Drugs\",\"FirstCategoryId\":\"90\",\"ListUrlMain\":\"https://doi.org/10.1177/14550725221149490\",\"RegionNum\":3,\"RegionCategory\":\"社会学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"SUBSTANCE ABUSE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Nordic Studies on Alcohol and Drugs","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.1177/14550725221149490","RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"SUBSTANCE ABUSE","Score":null,"Total":0}
引用次数: 1
摘要
杜威(1913,p. 725)将游戏定义为“活动,这些活动不是有意识地为了自身之外的任何结果而进行的;在执行过程中令人愉快的活动,而不涉及其他目的”。同样,对于Caillois(1967)来说,游戏是与工作分离的东西,是一种自由和娱乐的活动,不会产生任何经济价值。正是这个关于价值和目的的问题将赌博与玩乐和游戏区分开来。从经济角度来看,赌博可以被认为不产生价值,而只是转移和流通它(Young & Markham, 2017)。然而,从赌徒的角度来看,赌博行为是为了赢得一些有价值的东西而下注。游戏和玩法的特点并不是输赢的风险。相反,这些活动本身作为娱乐或休闲形式是有价值的——至少在数字化将游戏世界变成大生意之前是如此。在数字环境中,社交游戏变得越来越流行且有利可图,游戏玩法也变得像赌博一样商业化。特别是微支付和战利品箱,由于它们与赌博的相似性而受到了研究的关注(例如,Drummond & Sauer, 2018;macy et al., 2022)。在一些司法管辖区,监管机构也在采取行动限制游戏中的赌博功能(Derrington et al., 2021)。了解赌博和游戏世界的共同点和区别已经成为研究、危害预防和监管的一个关键问题。Heather Wardle的第一本书《Games without Frontiers》(2021)从历史和当代的角度对这些主题进行了鼓舞人心的全面介绍。Wardle表明,最近被称为赌博和游戏之间的“融合”(例如,Gainsbury, 2019;Kim & King, 2020)实际上是一个长期共享历史的新阶段。赌博和游戏之间的关系最近被放大和加速,因为数字化的转变和技术的发展,如快速支付和持续可用性。沃德尔从两个互补的角度来探讨这些话题:文化角度和行业角度。因此,关于融合的讨论不仅涉及游戏特征的交集,还涉及行业和社会中更广泛的过程。
Dewey (1913, p. 725) defined play as “activities, which are not consciously performed for the sake of any result beyond themselves; activities which are enjoyable in their own execution without reference to ulterior purpose”. Similarly, for Caillois (1967), play is something separate from work, a free and entertaining activity that does not result in the creation of any economic value. It is this question of value and purpose that has separated gambling from play and games. From an economic perspective, gambling can be argued not to produce value, but merely transfer and circulate it (Young & Markham, 2017). However, from the perspective of the gambler, the act of gambling is staking something of value for the purpose of winning something. Games and play have not been characterised by the risk of losing or winning something of value. Instead, these activities are valuable in themselves as forms of entertainment or leisure – at least until digitalisation has turned the gaming world into big business. In digital environments, social gaming has become increasingly prevalent and lucrative, and game play has become monetised and commercialised in a very similar way to gambling. Micropayments and loot boxes, in particular, have received research attention due to their similarities to gambling (e.g., Drummond & Sauer, 2018; Macey et al., 2022). In some jurisdictions, regulators are also taking action to limit gambling-like features in gaming (Derrington et al., 2021). Understanding what unites and what separates the worlds of gambling and gaming has become a crucial question for research, harm prevention and regulation. Games without Frontiers (2021), Heather Wardle’s first book, delivers an inspiring and comprehensive introduction to these topics from a historical as well as contemporary perspective. Wardle shows that what has recently become called “convergence” between gambling and gaming (e.g., Gainsbury, 2019; Kim & King, 2020) is actually a new phase in a long, shared history. The relationship between gambling and gaming has recently amplified and accelerated due to the digital turn and technological developments, such as fast payments and constant availability. Wardle approaches these topics from two complementary perspectives: a cultural perspective and an industry perspective. The discussion on convergence therefore not only refers to an intersection of game characteristics, but also to wider processes in industry and society.