Consumption
patterns of video games and gambling are undergoing a number of profound
shifts, with new phenomena emerging almost every year to complicate and confuse
the once-clear boundaries between these two forms of play. Perhaps the most
visible element of this trend is the rise of “loot boxes”, virtual containers
that contain an unknown selection of items either cosmetic or gameplay-changing
in nature. These are part of a broader trend of “microtransactions” in digital
games, small purchases that are designed to enhance or progress a player’s
experience; loot boxes in particular are the most “gamblified” of all of these.
Similar trends are occurring elsewhere. Within Esports, a growing number of
betting sites are now accepting wagers on professional gaming competitions, and
the market for Esports wagering is estimated to be seven times the size of the
market for Esports itself (Smith, 2018).
Within
Esports games themselves, skin betting entails the wagering of digital cosmetic
items, “skins”, against and with other players, sometimes in traditional
gambling games and sometimes in custom competitions designed uniquely for that
purpose (Perez, 2018). On live streaming websites, broadcasters have developed
a wide range of systems that resemble competitions, raffles or even lotteries
monetise their content (Johnson & Woodcock, Forthcoming) and encourage
viewers to remain loyal. Social casino games reproduce many forms of play from
traditional brick-and-mortar casinos on mobile phones, with easy user
interfaces and “juicy” game elements designed to maximise appeal and user
retention (Cassidy, 2013; Gainsbury et al, 2016).
Online poker is also
gradually experiencing a resurgence since the legal controversies of 2011, and some
of the largest sites have themselves begun using a loot box system to reward
long-term players for their loyalty (Derbyshire, 2018). Finally, the recent
classification of “gaming addiction” by the World Health Organisation uses
understandings of pathological gambling to define a threat of pathological
gaming (Judge, 2018). This brings medicalized understandings of gaming and
gambling closer together than ever before.
In
particular, we note the controversies around many of these phenomena have
brought forth a series of debates about the integration of gambling mechanics
into video games and vice versa. For example, there is extensive disagreement
about whether or not ‘loot boxes’ are a form of gambling, and major games
developers, such as Electronic Arts, are now sharply at odds with regulatory
bodies in North America, Europe and Asia. Equally, the concept of
‘paying-to-win’ is changing established cultural and discursive concepts around
‘gaming meritocracy’, whilst many policymakers have expressed fears that,
through microtransactions, those under legal age limits are experiencing
gambling mechanics in an environment that is difficult to control or regulate.
All of these combined disputes and issues set a timely context for studying
such new forms of digital gambling and gaming, and the distinctive online
cultures that have arisen around them. Whatever the moral or ethical responses
to these trends, this blurring is now an increasingly central element of all
kinds of play, and is deeply reshaping consumption patterns across both
existing and new demographic lines.
Topics
Topics
This
special issue is therefore concerned with unpacking how the rise of gaming
systems in gambling, the rise of gambling systems in gaming, and how the
implementation of new forms of monetary gameplay cutting across these
boundaries are reshaping our production, consumption and prosumption (Ritzer
and Jurgenson, 2010; Beer and Burrows, 2010) of digital play. In particular, we
invite papers on the following topics, although this is not an exhaustive list:
- The consumption of loot boxes, microtransactions, and other "pay-to-win" mechanics.
- New gambling technologies and platforms (e.g. "skill-based" video gambling machines).
- Live-streaming and Twitch.tv gambling integration, e.g. viewer competitions.
- Skin betting and other traded or wagered virtual currencies.
- Cultural changes surrounding play and money, leisure and work.
- Economic challenges and new business models of the games industry.
- New ways that game consumption and gambling consumption are being stigmatised.
Submission and review
Proposals
should include an abstract of 500-750 words, and bios for all authors of no
more than 100 words. The deadline for proposals is December 31st 2018, with
invitations to submit a full paper going out on January 31st 2019. The guest
editors welcome both theoretical and empirical contributions. Invited paper
submissions will be due 1st June 2019 and should be submitted to both Guest
Editors by email. Once submitted they will undergo peer review under the normal
procedures of Journal of Consumer Culture; therefore, invitation to submit does
not guarantee acceptance to the special issue. The special issue is scheduled
for online publication in 2020. If you have any questions, please feel free to
discuss your ideas with the authors at T.Brock@mmu.ac.uk and
markrjohnsongames@gmail.com
Guest Editors:
Guest Editors:
Dr Tom Brock, Sociology, Manchester Metropolitan University
Dr Mark R Johnson, Political Science, University of Alberta
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