Gamblification: A definition




Macey Joseph, Hamari Juho

PublisherSage

2022

New Media and Society

NEW MEDIA & SOCIETY

NEW MEDIA SOC

14614448221083903

20

1461-4448

1461-7315

DOIhttps://doi.org/10.1177/14614448221083903

https://journals.sagepub.com/doi/full/10.1177/14614448221083903

https://research.utu.fi/converis/portal/detail/Publication/174998347



In recent years, gambling has become increasingly prominent in everyday life; the term 'gamblification' first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specific monetisation practices, or as a means of motivating consumer behaviours. Conceptual clarity has been further muddied by the positioning of gamblification as a form of gamification. This work provides a definition of gamblification, which draws upon and consolidates existing uses of the term while also providing a lens through which the differing aspects of gamblification can be understood and appraised. By doing so, this work will establish a clear conceptual framework, which can structure in-depth discussions of this multi-dimensional phenomenon.

Last updated on 2024-26-11 at 22:33