THE MAKING OF THE ADDICTED HUMAN: ELECTRONIC GAMBLING IN JAPAN

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dc.contributor.advisor Miyake, Toshio it_IT
dc.contributor.author Barbetta, Tommaso <1990> it_IT
dc.date.accessioned 2016-02-10 it_IT
dc.date.accessioned 2016-05-04T11:45:25Z
dc.date.issued 2016-03-01 it_IT
dc.identifier.uri http://hdl.handle.net/10579/7551
dc.description.abstract Since the 1980s gambling market has undergone a radical transformation. Due to advancements in computer technology and in behavioural science, more immersive and more profitable gambling experiences can now be produced. Gambling environments have been redesigned, and new powerful gambling machines based on digital electronics have rapidly spread across many countries. The spread of electronic gambling has participated to the economical growth of these countries, creating jobs and strengthening state finances. However, it has negatively affected the quality of life of a considerable part of the population. This is an inevitable consequence, since in a capitalist context increasing profit is the ultimate goal of every corporation, and from the point of view of gambling industry the most profitable consumer correspond to the addicted consumer. Gambling corporations adopt in fact strategies to increase players’ time-on-machine in order to make them play as long as possible. Strategies which eventually lead to addiction. The present research investigates the connections between contemporary electronic gambling and the emergence of addicted players in Japan. Although widely neglected by academic studies on the topic, Japan is by far the largest electronic gambling market in the world. Influenced by post-humanist theories such as the one of Bruno Latour, this work conceives Japanese electronic gambling as a network. Addicted subjects emerges in and are part of this complex network, which consists of economical, juridical, geographical, architectonic, psychological, technological and various other dimensions. In order to properly problematize addiction, we consider how all these different dimensions mediate players’ experience and participate to the creation of new addicted subjects. it_IT
dc.language.iso it_IT
dc.publisher Università Ca' Foscari Venezia it_IT
dc.rights © Tommaso Barbetta, 2016 it_IT
dc.title THE MAKING OF THE ADDICTED HUMAN: ELECTRONIC GAMBLING IN JAPAN it_IT
dc.title.alternative it_IT
dc.type Master's Degree Thesis it_IT
dc.degree.name Lingue e civiltà dell'asia e dell'africa mediterranea it_IT
dc.degree.level Laurea magistrale it_IT
dc.degree.grantor Dipartimento di Studi sull'Asia e sull'Africa Mediterranea it_IT
dc.description.academicyear 2014/2015, sessione straordinaria it_IT
dc.rights.accessrights closedAccess it_IT
dc.thesis.matricno 826755 it_IT
dc.subject.miur it_IT
dc.description.note it_IT
dc.degree.discipline it_IT
dc.contributor.co-advisor it_IT
dc.subject.language GIAPPONESE it_IT
dc.date.embargoend 10000-01-01
dc.provenance.upload Tommaso Barbetta (826755@stud.unive.it), 2016-02-10 it_IT
dc.provenance.plagiarycheck Toshio Miyake (miyake@unive.it), 2016-02-22 it_IT


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