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Gambling motivation and involvement: A review of social

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In an appendix to Man, Play, <strong>and</strong> Games, Caillois discusses gambling in industrial<br />

<strong>and</strong> other societies where people have plenty <strong>of</strong> leisure. There, gambling <strong>of</strong>ten<br />

acquire a cultural significance that influence “art, ethics, economy <strong>and</strong> even life<br />

experience” (p. 146). This influence is not very positive. Games <strong>of</strong> chance “tend<br />

to replace work” <strong>and</strong> people get devoted to play, thereby becoming “nonchalant<br />

addicts” <strong>and</strong> “eternal children” (p. 147). Caillois thus seems to argue that the structural<br />

function <strong>of</strong> games <strong>of</strong> chance to provide hope to the dispossessed may be exaggerated<br />

<strong>and</strong> ruin the morals <strong>and</strong> ambitions necessary for a sound society.<br />

Among other major contributions to Huzinga’s <strong>and</strong> Caillois’ “armchair” type <strong>of</strong><br />

speculative play theory may be mentioned Eugen Fink’s Spiel als Weltsybol [247]<br />

<strong>and</strong> related work [248], which, from a philosophical perspective, concludes that<br />

play provides a symbolic re-enactment <strong>of</strong> the world where man can experience existential<br />

freedom. The second chapter <strong>of</strong> Adolf Ellegard Jensen’s Mythos und Kult bei<br />

Naturvölker: Religionswissenschaftliche Betrachtungen [249] discusses play from<br />

much the same perspective as Huizinga. Carlo Montgardini’s Saggio sul gioco [250]<br />

is a hotchpotch typical <strong>of</strong> much <strong>of</strong> Italian scholarship in the arts <strong>and</strong> humanities, in<br />

which various speculations <strong>and</strong> theories are discussed at length with minimal doses<br />

<strong>of</strong> empirical substance. None <strong>of</strong> these works have much to say about gambling.<br />

Some contemporary scholars express a notion <strong>of</strong> gambling as “adult play”, or<br />

as containing a salient play element, when underlining what they perceive to be<br />

positive <strong>and</strong> benevolent effects <strong>of</strong> gambling. These effects may be to boost selfesteem,<br />

serve existential needs <strong>and</strong> provide healthy stimulation [251, 252], <strong>of</strong>fering<br />

an escape from the suspense, conflict, <strong>and</strong> uncertainty <strong>of</strong> real life [70], allowing the<br />

consumption <strong>of</strong> action <strong>and</strong> risk [202], experiencing “flow” [80], enjoying pleasant<br />

telic or paratelic states [253], or providing existential optimism [254]. In the design<br />

<strong>of</strong> casinos, the “play ground” concept is widely used [255].<br />

In the past two decades, there has been a renewal <strong>of</strong> play studies within the <strong>social</strong><br />

sciences <strong>and</strong> the humanities, occasioned by computer <strong>and</strong> video games becoming<br />

a major leisure activity. Contemporary game studies investigate the psychology <strong>of</strong><br />

computer <strong>and</strong> video games, the <strong>social</strong> contexts <strong>of</strong> <strong>and</strong> motives for playing, <strong>and</strong> the<br />

cultural meanings expressed in game media <strong>and</strong> online gaming worlds [256–258].<br />

Game studies are theoretically heterogeneous, incorporating elements for instance<br />

from early play theory, cybernetics, narratology, cultural studies, sociology, <strong>social</strong><br />

learning theory <strong>and</strong> ethnology. Hitherto, game studies have not shown much interest<br />

in gambling games. Some psychologists have suggested that computer <strong>and</strong> video<br />

games may be addictive in the same way as gambling <strong>and</strong> psychoactive substances.<br />

This view, however, has been questioned [259]. Because <strong>of</strong> the emergence <strong>of</strong> hybrid<br />

forms <strong>of</strong> gaming <strong>and</strong> gambling, both online as well as on electronic machines, modern<br />

play studies may in the future pay more attention to gambling.<br />

46 G A M B L I N G M O T I VAT I O N A N D I N V O LV E M E N T

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