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 <title>Open Encyclopedia of Anthropology - Play</title>
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 <title>Games</title>
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 <description>&lt;div class=&quot;image&quot;&gt;&lt;img typeof=&quot;foaf:Image&quot; src=&quot;https://www.anthroencyclopedia.com/sites/www.anthroencyclopedia.com/files/styles/full-article-style/public/games_1_-_cropped.jpg?itok=3XK0gJCH&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-entry-tags field-type-taxonomy-term-reference field-label-hidden field-wrapper clearfix&quot;&gt;&lt;ul class=&quot;links&quot;&gt;&lt;li class=&quot;taxonomy-term-reference-0&quot; class=&quot;field-item even&quot;&gt;&lt;a href=&quot;/entry-tags/digital-worlds&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Digital Worlds&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-1&quot; class=&quot;field-item even odd&quot;&gt;&lt;a href=&quot;/entry-tags/play&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Play&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-2&quot; class=&quot;field-item even odd even&quot;&gt;&lt;a href=&quot;/entry-tags/games&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Games&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-3&quot; class=&quot;field-item even odd even odd&quot;&gt;&lt;a href=&quot;/entry-tags/technology&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Technology&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-4&quot; class=&quot;field-item even odd even odd even&quot;&gt;&lt;a href=&quot;/entry-tags/space&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Space&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-5&quot; class=&quot;field-item even odd even odd even odd&quot;&gt;&lt;a href=&quot;/entry-tags/rules&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Rules&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-6&quot; class=&quot;field-item even odd even odd even odd even&quot;&gt;&lt;a href=&quot;/entry-tags/methods-methodology&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Methods &amp;amp; Methodology&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-author field-type-entityreference field-label-hidden field-wrapper&quot;&gt;&lt;a href=&quot;/author/max-watson&quot;&gt;Max Watson&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-university-name field-type-text field-label-hidden field-wrapper&quot;&gt;Independent scholar&lt;/div&gt;&lt;div class=&quot;field field-name-field-publication-date field-type-computed field-label-hidden field-wrapper&quot;&gt;
   &lt;div class=&quot;date-in-parts&quot;&gt;
       &lt;span class=&quot;title&quot;&gt;Initially published &lt;span&gt;
       &lt;span class=&quot;day&quot;&gt;7&lt;/span&gt;
       &lt;span class=&quot;month&quot;&gt;May &lt;/span&gt;
       &lt;span class=&quot;year&quot;&gt;2019&lt;/span&gt;
    &lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-doi-link field-type-link-field field-label-hidden field-wrapper&quot;&gt;&lt;a href=&quot;http://doi.org/10.29164/19games&quot; target=&quot;_blank&quot;&gt;http://doi.org/10.29164/19games&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-abstract field-type-text-long field-label-above field-wrapper&quot;&gt;&lt;div  class=&quot;field-label&quot;&gt;Abstract:&amp;nbsp;&lt;/div&gt;&lt;p&gt;&lt;em&gt;Though there is no universally accepted definition for what constitutes a ‘game’, games are typically defined as goal-oriented, rules-based activities closely associated with the notion of ‘play’. In anthropology, though seldom the primary focus of a monograph, games can serve as a window into the broader lives and valuations of their players. More practically, they can also be excellent vehicles for conducting participant-observation and building rapport with interlocutors. The three sections of this entry seek to provide a general overview of anthropological insights into the world of games. The first section covers attempts to define games as a concept. The second section asks what makes games meaningful. The third section examines anthropological approaches to the most recent major development in the world of games: the rise of digital games.&lt;/em&gt;&lt;/p&gt;
&lt;/div&gt;&lt;div class=&quot;body field&quot;&gt;&lt;h2&gt;&lt;strong&gt;Games as a concept&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;The arenas that mark archaeological sites—like The Great Ballcourt of Chichen Itza or the Colosseum of Rome—and board games whose lineage can be traced back thousands of years—like Senet, Go, Mancala, and backgammon—are testaments to games’ longstanding place in human &lt;a href=&quot;http://doi.org/10.29164/21history&quot; target=&quot;_blank&quot;&gt;history&lt;/a&gt;. Games can also have strong geographic linkages. Global spectacles like the Olympic Games and World Cup draw participants and billions of spectators from most of the world’s nations. Some games, like cricket throughout much of the British Commonwealth, can make manifest linkages between distant nations. Other games, like the Sri Lankan board game Carrom or the Finnish ball game Pesäpallo, are played primarily within the borders of particular nation-states. Games are played by people of different ages and walks of life: from hopscotch in the schoolyard to bridge in retirement homes, and from improvised football to exclusive polo.&lt;/p&gt;
&lt;p&gt;Although games are widespread and familiar to many of the world’s peoples, providing a compelling, overarching definition for what constitutes ‘a game’ has proved difficult. Rules are widely seen as an important component of games (e.g. Huizinga 1949; Caillois 1961; Suits 1967; Avedon &amp;amp; Sutton-Smith 1981; Meier 1995; Suits 1995; Salen &amp;amp; Zimmerman 2003). But of course, rules govern many aspects of human life and are not restricted to games alone. What ostensibly sets the rules of a game apart from other rules-based activities is not just the special reasons for which these rules are constructed, but also the players’ attitude toward those rules. As Bernard Suits, who spent much of his career working on a universal definition of games, put it:&lt;/p&gt;
&lt;p class=&quot;rteindent1&quot;&gt;To play a game is to attempt to achieve a specific state of affairs [prelusory goal], using only means permitted by rules [lusory means], where the rules prohibit use of more efficient in favour of less efficient means [constitutive rules], and where the rules are accepted just because they make possible such activity [lusory attitude] (2005: 54-5).&lt;/p&gt;
&lt;p&gt;Suits connects his definition of games to a particular way of playing them (i.e. ‘the lusory attitude’). He does not, for example, consider those who cheat to be adopting a lusory attitude and thus does not consider them to be playing the game (2005: 25). Yet, as Angela Schneider points out, games seldom play out so neatly in practice: some players might play by the rules, but others will not; some players will be invested in the game, but others might not be (2001). Nonetheless, for Schneider, a game like rugby is still a game even if the motivations for playing and adherence to the rules differ from player to player. When it comes to adhering to a game’s rules, Schneider contends ‘[e]thically we should of course, but logically we needn’t’ (2001: 158). As we shall see in more detail throughout this entry, the diverse reasons people have for playing games and the different ways in which they go about negotiating a game’s rules are where games can take on their most important meaning.&lt;/p&gt;
&lt;p&gt;Anthropologists have offered many insightful analyses of the extent of the relationships between games and play. For example, David Graeber has theorised that play is unpredictable, whereas games are clearly defined by rules (Graeber 2015). For Graeber, what is special about a game’s rules vis-à-vis the rules of propriety in regular life is that the rules of a game are easily discernible at any given moment, and thus present a ‘utopia of rules’. Thomas Malaby, one of the most prominent anthropologists writing on the subject of games and play, has posited his own definition of games—‘[a] game is a semibounded and socially legitimate domain of contrived contingency that generates interpretable outcomes’ (2007: 96)—and has praised efforts to&lt;/p&gt;
&lt;p class=&quot;rteindent1&quot;&gt;decouple playful experience from a determinate relationship with games, just as scholars of ritual (many of them anthropologists) have recognized ritual as a cultural form irrespective of whether it brings about religious experience (2009a: 212).&lt;/p&gt;
&lt;p&gt;Malaby’s ‘decoupling’ stance is not intended as an outright separation of games and play, but rather, akin to the point made by Schneider, is meant to point out that the two concepts need not necessarily go hand in hand. The strength of Malaby’s approach is that it leaves the door open for interchange between anthropological work on games and anthropological work on play—such as that of Gregory Bateson (1987)—without fusing them into the same category.&lt;/p&gt;
&lt;p&gt;Indeed, anthropological work on games and play, respectively, has greatly helped to refine understandings of games. For example, Roger Caillois, one of the twentieth century’s best-known theorists of games and play, emphasised the role of games as playful activities largely outside the sphere of economic productivity. As he put it, ‘[a]t the end of the game, all can and must start over at the same point. Nothing has been harvested or manufactured, no masterpiece has been created, no capital has accrued’ (1961: 5). However, subsequent anthropological work on play, like that of David Lancy amongst the Kpelle—who, Lancy found, see &lt;a href=&quot;http://doi.org/10.29164/24worklabour&quot; target=&quot;_blank&quot;&gt;work&lt;/a&gt; and play not as mutually exclusive but as components of all human endeavours—has compellingly questioned a hard work/play binary (1980). Meanwhile, &lt;a href=&quot;http://doi.org/10.29164/18ethno&quot; target=&quot;_blank&quot;&gt;ethnographic&lt;/a&gt; work on certain games, like T.L. Taylor’s account of &lt;a href=&quot;http://doi.org/10.29164/20pros&quot; target=&quot;_blank&quot;&gt;professional&lt;/a&gt; digital games players (2012), shows that there are most definitely games in which capital is accrued and all does not start over at the same point. It is in no small part because of these anthropological efforts that hard divisions like Caillois’ between games and work have now largely been abandoned by theorists of games and play. As Jesper Juul, a leading scholar within the relatively new field of games studies, explains, ‘both are clearly not perfect boundaries, but rather fuzzy areas under constant negotiation’ (2003: 4).&lt;/p&gt;
&lt;p&gt;Anthropologists have compellingly argued that games and play are distinct, if often related, concepts. However, many who read about games in the English language will likely find this position discordant with the existence of games and play as interrelated words. As Johan Huizinga—a scholar to whose seminal work Homo ludens nearly all subsequent theorists of games and play make reference—noted, this connection seems inexorable: one plays a game (1949: 37). How might we reconcile these two facts? While Huizinga claims that ‘you do not “do” a game as you “do” or “go” fishing, or hunting […] you “play” it’ (1949: 37), it might actually be useful to think of the English term ‘to play a game’ in the sense of how one does a game (just as one sings a song or drives a car) in order to better distinguish between various ways in which people approach games. Thus one might play a game playfully—or angrily, or reluctantly—just as one might drive a car playfully, or angrily, or reluctantly.&lt;/p&gt;
&lt;p&gt;Similarly, it can at times be useful to take a step back from efforts to precisely define games, and instead use a broader conceptualization of what games are. One prominent example of such a move comes from the philosopher Ludwig Wittgenstein, who said of the various types of games:&lt;/p&gt;
&lt;p class=&quot;rteindent1&quot;&gt;…we see a complicated network of similarities overlapping and criss-crossing: sometimes overall similarities, sometimes similarities of detail.&lt;/p&gt;
&lt;p class=&quot;rteindent1&quot;&gt;I can think of no better expression to characterize these similarities than “family resemblances”; for the various resemblances between members of a family: build, features, colour of eyes, gait, temperament, etc. etc. overlap and criss-cross in the same way—And I shall say: ‘games’ form a family (1986: 31-2).&lt;/p&gt;
&lt;p&gt;Wittgenstein by no means had the last word on games, a fact to which the subsequent accounts of Caillois, Suits, and others is testament. However, his description accords well with the implicit approach of most anthropologists to games, whose preoccupation—like when handling most subjects—is less with providing a universally tenable definition of games, and more with discerning what is meaningful about the particular games in which their interlocutors partake.&lt;/p&gt;
&lt;p&gt;Indeed, some of the most insightful discussions of games within anthropology emerge when particular games are described in contradistinction to related themes. For example, Arjun Appadurai has examined the enduring popularity of cricket in &lt;a href=&quot;http://doi.org/10.29164/16colonialism&quot; target=&quot;_blank&quot;&gt;postcolonial&lt;/a&gt; India as an example of decolonization being a &lt;ins cite=&quot;mailto:Rebecca%20Tishler&quot; datetime=&quot;49&quot;&gt;‘&lt;/ins&gt;dialogue with the colonial past&lt;ins cite=&quot;mailto:Rebecca%20Tishler&quot; datetime=&quot;49&quot;&gt;’&lt;/ins&gt; rather than a &lt;ins cite=&quot;mailto:Rebecca%20Tishler&quot; datetime=&quot;49&quot;&gt;‘&lt;/ins&gt;dismantling of colonial habits and modes of life&lt;ins cite=&quot;mailto:Rebecca%20Tishler&quot; datetime=&quot;49&quot;&gt;’&lt;/ins&gt; (Appadurai 1995). Roberte Hamayon, Harry Walker, and Ted Leyenaar have all shown how games can both impact and reflect &lt;a href=&quot;http://doi.org/10.29164/18relations&quot; target=&quot;_blank&quot;&gt;relations&lt;/a&gt; between Indigenous peoples and the state (Leyenaar 1992; Walker 2013; Hamayon 2016). Leyenaar, for example, studied the ancient Mesoamerican ball game Ulama in contemporary Mexico and found that, like many of the Indigenous peoples who created and developed the game, Ulama had been pushed to the margins of the Mexican state. Victor Turner and others have made productive comparisons between ritual and games—for Turner, for example, both are notable for how they place their participants (and potential observers) in a transitional state that falls outside normal life (Turner 1982; Seligman et al. 2008). Ellen Oxfeld has studied Mahjong amongst Chinese entrepreneurs in Calcutta and found the nature of the game, with its risks and rewards, similar to the nature of her interlocutors’ business endeavours (Oxfeld 1993). Loïc Wacquant has discussed boxing and &lt;a href=&quot;http://doi.org/10.29164/23raceandracism&quot; target=&quot;_blank&quot;&gt;race&lt;/a&gt; in Chicago’s Southside neighbourhood, where for his interlocutors the order of a boxer’s regimen stood as a counterpart to the disorder many experienced in their lives outside the gym (Wacquant 2004). And Robertson Allen, T.J. Cornell, and T.B. Allen have examined the relationships between war and games – including those specifically made to acclimatise &lt;a href=&quot;http://doi.org/10.29164/16citizenship&quot; target=&quot;_blank&quot;&gt;citizens&lt;/a&gt; to the military (Cornell &amp;amp; Allen 2002; Allen 2017).&lt;/p&gt;
&lt;p&gt;This is not to say that in such accounts games are relegated to mere foils for understanding more important concepts; just as games can help to hone our understandings of other phenomena, these phenomena can help to hone our understanding of games. Such a fact has been famously displayed by Claude Lévi-Strauss in his comparison of games and ritual:&lt;/p&gt;
&lt;p class=&quot;rteindent1&quot;&gt;[a]ll games are defined by a set of rules which in practice allow the playing of any number of matches. Ritual, which is also ‘played’, is on the other hand, like a favoured instance of a game, remembered from among the possible ones because it is the only one which results in a particular type of equilibrium between the two sides. The transposition is readily seen in the case of the Gahuku-Gama of New Guinea who have learnt football but who will play, several days running, as many matches as are necessary for both sides to reach the same score (1962: 20).&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;What makes games meaningful?&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Both the games an anthropologist chooses to focus on and what she or he reads into them can have significant implications. It goes without saying that not all games are equally meaningful, and one of the tasks facing anthropologists and others interested in analyzing games is figuring out how to parse the myriad varieties of games often on display. For example, Huizinga contended that ‘[s]olitary play is productive of culture only in a limited degree’ (1949: 47) and that it is the ‘play-community’ formed between players that gives games their social importance (1949: 17-8). Though much of Huizinga’s work has been critiqued by subsequent scholars of games, almost all of them focus on multiplayer games as sources for meaningful play—a point which takes on new importance with the rise of digital games, as we shall see in the next section. Monetary stakes are another way in which games can be meaningful to their players. Indeed, much of the anthropological literature on games focuses on those in which &lt;a href=&quot;http://doi.org/10.29164/20money&quot; target=&quot;_blank&quot;&gt;money&lt;/a&gt; is at stake (see, for example, the entry on &lt;a href=&quot;http://doi.org/10.29164/16gambling&quot; target=&quot;_blank&quot;&gt;gambling&lt;/a&gt; in this encyclopedia). Nonetheless, anthropologists have compellingly argued that money alone is seldom what makes games meaningful.&lt;/p&gt;
&lt;p&gt;Likely the most famous such example, and perhaps the best-known account of a game within anthropology, comes from Clifford Geertz’s account of the Balinese cockfight. In Geertz’s analysis, the cockfight is not a mere spectacle upon which the Balinese wager vast sums of money, but a process through which ‘the Balinese forms and discovers his temperament and his society’s temper at the same time’ (1973: 451). Framed as such, the cockfight is meaningful for how it perpetuates the traditions and valuations of the past. Moreover, Geertz’s presence at one particular unsanctioned cockfight meant that he was also present for the police action which broke it up: by fleeing with the rest of the participants and hiding out alongside some of them, he finally established a convivial rapport with his interlocutors (1973: 415-6). While the fame of Geertz’s rendition of the cockfight might make it seem like it was the only game in town, Geertz’s own account shows otherwise. As he notes, in his field site there was a ‘sociomoral hierarchy’ of players and games:&lt;/p&gt;
&lt;p class=&quot;rteindent1&quot;&gt;At most cockfights there are, around the very edges of the cockfight area, a large number of mindless, sheer-chance type gambling games (roulette, dice throw, coin-spin, pea-under-the shell) operated by concessionaires. Only women, children, adolescents, and various other sorts of people who do not (or not yet) fight cocks—the extremely poor, the socially despised, the personally idiosyncratic—play at these games, at, of course, penny ante levels. Cockfighting men would be ashamed to go anywhere near them (1973: 435).&lt;/p&gt;
&lt;p&gt;Geertz’s decision to focus on the cockfight gave us an arresting view into his field site. But one must wonder whether these other games were as meaningless as he made them out to be, or whether a closer look at them might have revealed a different type of &lt;a href=&quot;http://doi.org/10.29164/18ethno&quot; target=&quot;_blank&quot;&gt;ethnography&lt;/a&gt; more sensitive to the daily lives and valuations of Balinese who were not elite men. Indeed, &lt;a href=&quot;http://doi.org/10.29164/20child&quot; target=&quot;_blank&quot;&gt;children’s&lt;/a&gt; games have featured as a specific point of focus in other ethnographic accounts, from Stewart Culin’s writings about cat’s cradle amongst North American indigenous peoples (1907: 761-80), to Mizuko Ito’s work on digital games amongst Japanese and American schoolchildren (2009).&lt;/p&gt;
&lt;p&gt;Newer anthropological accounts of games tend to criticise approaches like Geertz’s. Malaby, for example, critiques Geertz’s analysis of the cockfight because&lt;/p&gt;
&lt;p class=&quot;rteindent1&quot;&gt;[t]his treatment of a game…trades one kind of reductionism for another. In his zeal to trump whatever material stakes were in play with the different stakes of meaning-making, Geertz eliminated from consideration any consequence beyond the affirmation of meaning. On his view, games become static appraisals of an unchanging social order; and thereby one element that is vital for any understanding of the experience of play is lost. That element is the indeterminacy of games, and the way in which, by being indeterminate in their outcomes, they encapsulate (albeit in a contrived fashion) the open-endedness of everyday life (2009a: 207, 208)&lt;/p&gt;
&lt;p&gt;The structure of Malaby’s argument is reminiscent of Lévi-Strauss’ distinction between ritual and games. In this case, Geertz appears to have inverted game and ritual by interpreting the cockfight ‘like a favoured instance of a game’ (i.e. Lévi-Strauss’ ritual) rather than as an actual game which might have different outcomes from one instance to the next. This, however, begs the question of whether the Balinese cockfight is really best considered a game, a ritual, or some combination of the two.&lt;/p&gt;
&lt;p&gt;It is worth noting the work of Anthony Pickles for how it manages to highlight both the perpetuation of tradition found in accounts like Geertz’s, and the potential for changes to social order found in accounts like Malaby’s. Pickles offers a fascinating account of two card-based gambling games in Goroka, Papua New Guinea. One game, called kwin (queen), is strategic and slow-paced, slow to adopt changes in rules, and popular amongst older players, while the other game, called bom (bomb), is faster-paced, part of a quickly changing genre of games, and popular amongst younger players (Pickles 2014). Pickles’ dual focus allows us to see in kwin one game that is akin to Geertz’s interpretation of the cockfight, and in bom another which has more in common with newer anthropological interest in the negotiability of games. Crucially, meaning here is found not just in these respective games and what they stand for, but in the tension between them and their respective players—a point worth bearing in mind for anthropologists who encounter several distinct, prominent games in one field site.&lt;/p&gt;
&lt;p&gt;Pickles’ account of bom shows us how new rules and new games can be created in a relatively short period of time. But it is also worth remembering Schneider’s aforementioned point that, while games may have a set of rules, these are not always universally and perfectly adhered to. Rather, rules are constantly susceptible to being undermined or renegotiated by their players, either inadvertently, as in a new player making an error out of ignorance, or purposefully, as in cases of cheating (Consalvo 2005, 2007, 2009). This process is not the corruption of games so much as it is an essential and important part of them. In other words, games are not just meaningful for the potential actions that their rules dictate, but for how players choose to go about adjudicating disputes about those rules. For example, Linda Hughes, studying American schoolgirls who play the ball game foursquare, finds that the game serves not simply as a playful pastime for the children, but also helps them to learn lifelong skills like problem solving and teamwork (1991, 1999). Indeed, in many games, adjudication of the rules is handled by the players themselves; think, for example, of playing a board game with friends.&lt;/p&gt;
&lt;p&gt;When the &lt;a href=&quot;http://doi.org/10.29164/25finance&quot; target=&quot;_blank&quot;&gt;financial&lt;/a&gt; or physical stakes of a game rise (and especially when both happen at once), very often adjudication shifts from the players themselves to a third party responsible for ensuring both safety and fairness. Think of the referees in many games typically referred to as ‘&lt;a href=&quot;http://doi.org/10.29164/19sport&quot; target=&quot;_blank&quot;&gt;sports&lt;/a&gt;’, such as football or boxing, or the presence of dealers in casinos. As Geertz notes, the cockfight too has its ‘umpire (saja komong; djuru kembar)…[whose] authority is absolute’ (1973: 423, 424). The presence of a third-party adjudicator does not necessarily mean that a game is more meaningful than a game adjudicated by its players, but it can have important implications. For example, compare two different instances of the game football: one is a &lt;a href=&quot;http://doi.org/10.29164/20pros&quot; target=&quot;_blank&quot;&gt;professional&lt;/a&gt; match with a referee, the other is a pickup match played in a public park. In professional football, the practice of ‘simulation’ or ‘diving’ is commonplace. It involves players exaggerating or outright feigning the effects of physical contact from opposing players in the hopes that the referee will be fooled and call a foul against the opposing team. In pickup football, where players determine fouls communally, this practice is far less prevalent. Both instances are technically the same game, sharing football’s rules and objectives, but nonetheless operate quite differently in practice.&lt;/p&gt;
&lt;p&gt;As we can see from the works discussed in this section, determining what makes games meaningful is a tricky endeavour contingent upon many factors. One must consider what constitutes the particular game being discussed, how that game relates (or does not relate) to other games played within a particular field site, and the different ways in which players go about negotiating particular instances of gameplay.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;New frontiers: the rise of digital games&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;The late twentieth and early twenty-first centuries have witnessed one of the most significant changes in the history of games: the rise of digital games, colloquially referred to as ‘video games’. Unlike their analogue counterparts, digital games are written in code, played on computers or consoles, and viewed on monitors or television screens. Their rise to prominence—concomitant with the profusion of ever more affordable, portable, and powerful home electronics—has brought with it numerous different types of digital games. These run the gamut from digital forms of games like chess and billiards, to ‘Massively multiplayer online roleplaying games’ (MMORPGs), which consist of vast spaces in which thousands of players simultaneously navigate their respective avatars. This profusion of new games has rejuvenated an interest in efforts to define ‘games’ (Juul 2003), and has given rise to the new discipline of games studies (Aarseth 2001; Jenkins 2004; Boellstorff 2006). Perhaps predictably, many analyses of digital games bemoan the potential influence of their violent or sexual content (Grossman &amp;amp; DeGaetano 1999; Anderson &amp;amp; Dill 2000; Breyer 2011)—in so doing repeating the same concern that faces nearly all new and popular entertainment media (McLuhan 1964: 314; Galloway 2006: xii).&lt;/p&gt;
&lt;p&gt;That being said, the rise of &lt;a href=&quot;http://doi.org/10.29164/18digital&quot; target=&quot;_blank&quot;&gt;digital technology&lt;/a&gt; represents a potentially fundamental shift in the world of games. Namely, one of the most important characteristics of digital games vis-à-vis their analogue counterparts is how they change spatial relations. While some analogue games are carried out by distance—such as correspondence chess—the vast majority are conducted with the participants in close proximity. Conversely, while some digital games are played with one’s teammates and/or opponents nearby—such as playing ‘splitscreen’ (multiple people playing a digital game on the same television or computer monitor) at &lt;a href=&quot;http://doi.org/10.29164/19home&quot; target=&quot;_blank&quot;&gt;home&lt;/a&gt; or in a group at an internet café—most multiplayer digital games involve people playing alone from their homes while &lt;a href=&quot;http://doi.org/10.29164/21sharing&quot; target=&quot;_blank&quot;&gt;sharing&lt;/a&gt; digital space with their peers.&lt;/p&gt;
&lt;p&gt;This fact problematises distinctions like Huizinga’s between solitary and communal games, for players might be in one sense solitary—playing a game alone in their rooms—but at the same time be connected to other players through the Internet and in the game itself. This fact can perhaps help to explain some anthropologists’ findings on digital games. For example, Nicholas Long notes that the players and producers of the digital game Ultima Online often make note of amazing ‘community’ within the game, but that Long himself found the &lt;a href=&quot;http://doi.org/10.29164/18relations&quot; target=&quot;_blank&quot;&gt;relations&lt;/a&gt; between players to be far more ephemeral and individualistic (Long 2012). Conversely, Celia Pearce notes how players of one particular game stuck together as a social group even after the game itself had been discontinued (Pearce 2006, 2007, 2010).&lt;/p&gt;
&lt;p&gt;Another key facet of digital games is their role as goods. They are a multibillion dollar industry, and anthropologists have turned their attention to not just their players but their producers (Malaby 2009b). The role of gender can loom particularly large, as some digital games are primarily marketed to and played by men, whereas others are primarily marketed to and played by women (Mason 2013). Real-world gender inequities can manifest in digital games. For example, Julian Dibbell found that players whose avatars were women were often subjected to sexual harassment, whereas the same was not true for players whose avatars were men (Dibbell 1993). &lt;a href=&quot;http://doi.org/10.29164/23raceandracism&quot; target=&quot;_blank&quot;&gt;Race&lt;/a&gt; can play a similar role to gender in terms of both marketability and gameplay, as some have shown in games where racial stereotypes are part of a game’s content (Leonard 2003), and others have highlighted in games where players themselves use real-world racial slurs (Shanahan 2004).&lt;/p&gt;
&lt;p&gt;The structure of digital games also raises questions about how best to approach them methodologically. There have been two primary ways in which anthropologists have gone about doing so. The first method conceptualises these games as ‘virtual worlds’ (Pearce 2006; Nardi &amp;amp; Harris 2006; Taylor 2006; Pearce 2007; Boellstorff 2008; Pearce 2010; Nardi 2010; Long 2012). Treating the space within these games in a similar way to a physical field site, these scholars conduct long-term participant-observation within them by registering accounts, creating avatars, and interacting with other players in the virtual world. In this vein, the title of Boellstorff’s book Coming of age in Second Life—Second Life being the virtual world in which he conducted his fieldwork—is purposefully designed to emphasise a similarity with Margaret Meade’s classic Coming of age in Samoa (1928). This approach gives us an in-depth view of what playing these games looks like in action and the type of interrelationships that it involves—though it is worth noting that, perhaps because of this approach’s emphasis on virtual worlds as a ‘space’, some who adopt it question these games’ status as ‘games’ at all (Boellstorff 2008: 22).&lt;/p&gt;
&lt;p&gt;The second approach more pointedly engages with digital games from the vantage of the physical world, in so doing taking a page from the book of anthropologists who emphasise the local importance of various forms of media, such as television (Abu-Lughod 2005), radio (Englund 2011), and blogs (Doostdar 2004). Daniel Miller has studied Facebook use amongst Trinidadians, and he includes in his book a chapter on the Facebook game FarmVille. Articulating his methodological approach toward one interlocutor, Miller notes that he would spend ‘hours looking over his shoulder as he does Facebook’ for a view into this person’s online life (Miller 2011: 78). Similarly, Florence Chee has examined Korean gamer culture from within internet cafes (2005), and Mizuko Ito has studied the use of educational games by Japanese and American &lt;a href=&quot;http://doi.org/10.29164/20child&quot; target=&quot;_blank&quot;&gt;children&lt;/a&gt; in classroom and home settings (2009). Alex Golub has used his own experience with the MMORPG World of Warcraft to explicitly critique virtual worlds scholars for underemphasising important extra-game spaces, such as online message boards and real-world gatherings (Golub 2010). &lt;/p&gt;
&lt;p&gt;While proponents of each respective approach can sometimes clash, both methods have their strengths when applied to specific genres of digital games. For example, it is unsurprising that the majority of virtual worlds work is conducted within MMORPGs like World of Warcraft. These games most closely resemble the physical world in the sense that players control an avatar within a broader game world, and often contain robust economies where significant amounts of real &lt;a href=&quot;http://doi.org/10.29164/20money&quot; target=&quot;_blank&quot;&gt;money&lt;/a&gt; changes hands (Castronova 2001). Meanwhile, many other digital games, such as those that require no Internet connection, single-player games, those in which players are disembodied manipulators of many variables (such as Real-time Strategy Games), or those where players are under the finite time constraints of individual matches, are often only practically observable from a physically in-situ vantage. Nor are the approaches inherently mutually exclusive. For example, virtual worlds scholars have more recently and explicitly acknowledged the need to at least be open to physical aspects of games when they arise (Boellstorff et al. 2012: 33, 34).&lt;/p&gt;
&lt;p&gt;A final point to make about digital games has to do with adjudication and negotiability. The previous section noted the distinction between games that are adjudicated by their players and those games which are adjudicated by a third party referee. Many digital games present a third form of adjudication: the code itself. For example, the previous section took the example of football, and noted the difference between ‘diving’ in a match adjudicated by players and a match adjudicated by a referee. In a digital game where football is depicted, such as Electronic Arts’ popular FIFA series, diving is simply not an option coded into the game. Even if it were, unless the game also added human referees, it would involve trying to press the ‘dive’ button at the right time and hoping that the computer code would confirm it, rather than the process of tricking a human referee or negotiating with human teammates and opponents. When the ball goes out of bounds in FIFA, there is no arguing with the linesman or quibbling with teammates: the code simply confirms it. The implications of this third type of adjudication found within digital games are still not fully understood, but it may help to explain the ephemerality of social relations some anthropologists have found characteristic of certain digital games (see Watson 2015).&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;Conclusion&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;This entry has provided an overview of anthropological work on games. It has underscored key themes and developments in the world of games, from varying conceptualizations of what a game is, to how games are meaningful to their players, to the rise of digital games.&lt;/p&gt;
&lt;p&gt;Games will continue to be important sources of anthropological theorization not just because new games are being crafted every day, as the advent of digital games makes clear, nor just because instances of games have unpredictable outcomes, as Malaby’s work reminds us, but also because new connections between games and other important phenomena can always be uncovered. As is often the case with &lt;a href=&quot;http://doi.org/10.29164/18ethno&quot; target=&quot;_blank&quot;&gt;ethnographic&lt;/a&gt; work, people engaging in a seemingly innocuous activity like a casual game can offer unexpected vantages onto significant issues. Like with most interesting themes, this means that a discussion about games will never be complete. Readers are therefore encouraged to take a closer look at games in both their own field sites and daily lives. Who knows just what you might find…&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;References&lt;/strong&gt;&lt;/h2&gt;
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&lt;p&gt;Watson, M. 2015. A medley of meanings: insights from an instance of gameplay in League of Legends. &lt;em&gt;Journal of Comparative Research in Anthropology and Sociology&lt;/em&gt; &lt;strong&gt;6&lt;/strong&gt;(1), 225-43.&lt;/p&gt;
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&lt;h2&gt;&lt;strong&gt;Note on contributor&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Max Watson holds Ph.D. and M.Phil. degrees in Social Anthropology from the University of Cambridge and a B.A. in Middle East Studies with a minor in Economics from McGill University. He currently works in the field of communications for the Government of Canada.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;&lt;span&gt;Dr. Max O. A. Watson. &lt;/span&gt;&lt;a href=&quot;mailto:max.watson@mail.mcgill.ca&quot;&gt;max.watson@mail.mcgill.ca&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;/div&gt;</description>
 <pubDate>Tue, 07 May 2019 15:54:36 +0000</pubDate>
 <dc:creator>Felix Stein</dc:creator>
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 <title>Gambling</title>
 <link>https://www.anthroencyclopedia.com/entry/gambling</link>
 <description>&lt;div class=&quot;image&quot;&gt;&lt;img typeof=&quot;foaf:Image&quot; src=&quot;https://www.anthroencyclopedia.com/sites/www.anthroencyclopedia.com/files/styles/full-article-style/public/picture2.jpg?itok=ZmNukUGm&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-entry-tags field-type-taxonomy-term-reference field-label-hidden field-wrapper clearfix&quot;&gt;&lt;ul class=&quot;links&quot;&gt;&lt;li class=&quot;taxonomy-term-reference-0&quot; class=&quot;field-item even&quot;&gt;&lt;a href=&quot;/entry-tags/distribution&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Distribution&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-1&quot; class=&quot;field-item even odd&quot;&gt;&lt;a href=&quot;/entry-tags/games&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Games&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-2&quot; class=&quot;field-item even odd even&quot;&gt;&lt;a href=&quot;/entry-tags/play&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Play&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-3&quot; class=&quot;field-item even odd even odd&quot;&gt;&lt;a href=&quot;/entry-tags/gender&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Gender&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-4&quot; class=&quot;field-item even odd even odd even&quot;&gt;&lt;a href=&quot;/entry-tags/status&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Status&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-5&quot; class=&quot;field-item even odd even odd even odd&quot;&gt;&lt;a href=&quot;/entry-tags/illegality&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Il/legality&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-6&quot; class=&quot;field-item even odd even odd even odd even&quot;&gt;&lt;a href=&quot;/entry-tags/technology&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Technology&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-7&quot; class=&quot;field-item even odd even odd even odd even odd&quot;&gt;&lt;a href=&quot;/entry-tags/equality-inequality&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Equality &amp;amp; Inequality&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-8&quot; class=&quot;field-item even odd even odd even odd even odd even&quot;&gt;&lt;a href=&quot;/entry-tags/addiction&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Addiction&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-9&quot; class=&quot;field-item even odd even odd even odd even odd even odd&quot;&gt;&lt;a href=&quot;/entry-tags/temporality&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Temporality&lt;/a&gt;&lt;/li&gt;&lt;li class=&quot;taxonomy-term-reference-10&quot; class=&quot;field-item even odd even odd even odd even odd even odd even&quot;&gt;&lt;a href=&quot;/entry-tags/identity&quot; typeof=&quot;skos:Concept&quot; property=&quot;rdfs:label skos:prefLabel&quot; datatype=&quot;&quot;&gt;Identity&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-author field-type-entityreference field-label-hidden field-wrapper&quot;&gt;&lt;a href=&quot;/author/anthony-pickles&quot;&gt;Anthony Pickles&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-university-name field-type-text field-label-hidden field-wrapper&quot;&gt;University of Cambridge&lt;/div&gt;&lt;div class=&quot;field field-name-field-publication-date field-type-computed field-label-hidden field-wrapper&quot;&gt;
   &lt;div class=&quot;date-in-parts&quot;&gt;
       &lt;span class=&quot;title&quot;&gt;Initially published &lt;span&gt;
       &lt;span class=&quot;day&quot;&gt;1&lt;/span&gt;
       &lt;span class=&quot;month&quot;&gt;Sep &lt;/span&gt;
       &lt;span class=&quot;year&quot;&gt;2016&lt;/span&gt;
    &lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-doi-link field-type-link-field field-label-hidden field-wrapper&quot;&gt;&lt;a href=&quot;http://doi.org/10.29164/16gambling&quot; target=&quot;_blank&quot;&gt;http://doi.org/10.29164/16gambling&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-abstract field-type-text-long field-label-above field-wrapper&quot;&gt;&lt;div  class=&quot;field-label&quot;&gt;Abstract:&amp;nbsp;&lt;/div&gt;&lt;p&gt;&lt;em&gt;Gambling occurs when a person commits one or more valuable items (a ‘stake’) to an event or series of events packaged together, and where the result determines a loss or win at a rate agreed before the final stake is committed. The practice is or was not present everywhere and is often marginal in a given society, and some gambling variations escape the boundaries of this definition. Some include financial speculation within the phenomenon of gambling, but I do not cover that literature here. Anthropology has made valuable but often overlooked contributions to the study of gambling based on both comparative examples drawn from small-scale societies and marginalised peoples and by engaging critically with the gambling industry and concepts drawn from policy-oriented disciplines such as psychology, criminology, sociology, microeconomics, statistics, and the health sciences. In this entry four pioneering anthropological studies of gambling are summarised and compared. I then review current regional and thematic trends in the anthropology of gambling. Thereafter I review the anthropology of the gambling industry itself and the relationship of both to other disciplinary perspectives on gambling. I delineate some causes for the two-decade-long surge in the anthropology of gambling, and lastly suggest that the field has become rich enough to support new and original syntheses that would significantly enhance ‘gambling studies’.&lt;/em&gt;&lt;/p&gt;
&lt;/div&gt;&lt;div class=&quot;body field&quot;&gt;&lt;h2&gt;&lt;strong&gt;​Introduction&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Gambling is not a universal human activity. Betting is restricted to a subsection of any given population, and there are some areas of the world, most notably the Pacific Islands and Inuit communities, where gambling was once unknown. Many intentional communities, religious orders, and nation states ban gambling or discourage it, and most states impose variously effective regulations and prescriptions on the legitimate forms of gambling, the contexts where it is permitted, who may play, the odds that may be offered and the proportion of revenue to be appropriated by states, independent bodies, and &lt;a href=&quot;http://doi.org/10.29164/17charity&quot; target=&quot;_blank&quot;&gt;charities&lt;/a&gt;. The dominant discussions in the study of gambling are therefore who gambles and on what, why they gamble, and why some people (&lt;a href=&quot;http://doi.org/10.29164/22ethnicity&quot; target=&quot;_blank&quot;&gt;ethnic&lt;/a&gt; and/or cultural groups, genders, income brackets, etc.) gamble more frequently and/or with higher stakes. Ancillary debates centre on the relationship between &lt;a href=&quot;http://doi.org/10.29164/19games&quot; target=&quot;_blank&quot;&gt;games&lt;/a&gt; and gambling, the perceived causes of wins and losses, the correlation of gambling to other activities perceived as ‘risky’, and the role of gambling in redistributing valuables within and across societies. Anthropology has played a key role in moving beyond a problem-oriented approach to gambling by virtue of its attention to the context and symbolism of gambling &lt;em&gt;within &lt;/em&gt;cultures. Oftentimes the &lt;a href=&quot;http://doi.org/10.29164/18ethno&quot; target=&quot;_blank&quot;&gt;ethnography&lt;/a&gt; itself challenges broadly held assumptions such as the idea that gambling &lt;a href=&quot;http://doi.org/10.29164/20addiction&quot; target=&quot;_blank&quot;&gt;addiction&lt;/a&gt; is to be understood as an individual failing, and the notion that humans calculate risk like (not very proficient) economists. As the anthropology of the Global North has matured, and the gambling industry has become more corporate than mob-run, there is now a growing body of literature that tackles gambling ‘at home’ ethnographically. These have generated excellent ethnographic insight into the mutual construction of gamblers as ‘addicted’ or ‘compulsive’.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;&lt;a id=&quot;pioneering&quot; name=&quot;pioneering&quot;&gt;&lt;/a&gt;Pioneering anthropological studies&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Studies by three twentieth-century anthropologists loom large over contemporary anthropological studies of gambling. These are Clifford Geertz (1973), James Woodburn (1982), and Gregory Bateson (1973). The first two are primarily &lt;a href=&quot;http://doi.org/10.29164/18ethno&quot; target=&quot;_blank&quot;&gt;ethnographic&lt;/a&gt; accounts in which gambling plays an illustrative role in demonstrating and enacting broader social dynamics, while Bateson provides a theoretical framework for the study of play as a field that encompasses gambling. Another, almost completely forgotten antecedent which is of at least equal value, is Alexander Lesser’s pioneering account of Pawnee (Native American) hand &lt;a href=&quot;http://doi.org/10.29164/19games&quot; target=&quot;_blank&quot;&gt;games&lt;/a&gt; (1969 [1933]).&lt;/p&gt;
&lt;p&gt;Geertz analyses cockfighting in Bali and the two forms of gambling that surround it. Once two cocks have been matched as evenly as possible, in the centre a large even bet is assembled by two coalitions built around the two cocks. These people appear subdued. In contrast, small individual bets are then made around the periphery at odds that are shouted boisterously across the arena. Drawing on the philosopher Jeremy Bentham, Geertz argues that the stakes are so high among the central group that the benefit of winning (marginal utility) is less than the cost of losing (marginal disutility), which can be devastating, and that therefore gambling is a display of fixed status performed through a deliberately even playing field that instead of benefitting any one party simply excludes those who lack the wealth to participate. Peripheral, low-status gamblers are the itinerant class. The fixed status of people in Bali is therefore reinforced, and the game plays out their rigid hierarchy as ‘a story they tell themselves about themselves’ (Geerts 1973: 448). The fame of Geertz’s account is such that most later literature cites it simply to refer to the fact that gambling practices can be a microcosm for cultures as a whole, whatever form the later argument takes.&lt;/p&gt;
&lt;p&gt;Woodburn is concerned with the maintenance of &lt;a href=&quot;http://doi.org/10.29164/22egalitarianism&quot; target=&quot;_blank&quot;&gt;egalitarian&lt;/a&gt; societies in Africa, and how gambling on a low-skill game can have redistributive effects that even out accumulations of wealth. The Hadza are nomadic &lt;a href=&quot;http://doi.org/10.29164/20hunt&quot; target=&quot;_blank&quot;&gt;hunter-gatherers&lt;/a&gt;. Woodburn observed that Hadza men spend most of their time in camp gambling with valuables such as metal-headed arrows whose origins are geographically restricted. By tossing bark discs against a tree and reading which way up they fall, men circulate a range of items that are unevenly distributed. By a combination of keeping the items one wins and wants and staking what one doesn’t, and by pressuring winners into playing again until they lose, desirable items slowly become distributed evenly. Woodburn’s research has had a lasting influence on anthropological studies of small-scale societies that gamble; it has become emblematic of gambling as a mechanism for enforcing egalitarianism.&lt;/p&gt;
&lt;p&gt;Bateson’s theory is of a different order. From observing monkeys playing, he derives that play is bounded up by ‘metacommunicative’ signals. Each player communicates to other players that what is happening when they play does not have the same consequences that it would were they not playing. Threat is another example of ‘metacommunicative’ action: the person doing the threatening implies that their threat might become reality if the threatened does not comply. For Bateson, gambling is to be understood as a combination of threat and play (1973: 154). The point is unelaborated, but we may take it to mean that when stakes are introduced to forms of play in which there are winners and losers, the imperative to pay up after a loss is backed by an implicit threat of violence. Despite its un-anthropological origins and level of abstraction, Bateson’s theory is often invoked in a manner similar to Geertz’s, to suggest that gambling is a site of special ‘meta-’significance. An advantage of Bateson’s formulation over Woodburn’s and Geertz’s is that it preserves the thrill of the game, which, after all, is why people say they play, and why gambling appears preferable to more sober forms of ritual or redistribution. As a form of play/threat, gambling is set apart from everyday life, thereby introducing a theoretical space in which one can comprehend the excitement of gambling.&lt;/p&gt;
&lt;p&gt;Alexander Lesser, a student of Franz Boas, made a truly remarkable (but very much overlooked) longitudinal study of an indigenous gambling game among the Pawnee of the Great Plains (1969 [1933]). Pawnee ‘hand games’ were complicated games of chance revolving around teams of players who hid counters in their hands and actively deceived opponents who tried to guess which hands contained the counters. What sets Lesser’s account apart from the simple descriptions of games that often appear in early anthropology is his attention to the &lt;a href=&quot;http://doi.org/10.29164/21history&quot; target=&quot;_blank&quot;&gt;historical&lt;/a&gt; transformation, or ‘temporal career’, of this particular cultural trait over forty years (1969 [1933]: 334). Hand games before 1890 were used by Pawnee for recreational gambling, but through a tumultuous period of US domination, the games fell into disuse only to be resuscitated as an integral part of the Pawnee version of the revivalist Ghost Dance religion&lt;sup&gt;&lt;a href=&quot;#_ftn1&quot; name=&quot;_ftnref1&quot; title=&quot;&quot; id=&quot;_ftnref1&quot;&gt;[1]&lt;/a&gt;&lt;/sup&gt; that swept through Native American communities in the subsequent years. The hand games were, in the process, transformed from gambling game to ritual performance. Then, when the Ghost Dance religion gave way to Christianity, the hand games became mundane Pawnee equivalents of the domestic card games favoured by whites in the US. Lesser’s book offers the first and still the most comprehensive account of how the games that support gambling shift roles and forms in order to adapt to contemporary concerns.&lt;sup&gt;&lt;a href=&quot;#_ftn2&quot; name=&quot;_ftnref2&quot; title=&quot;&quot; id=&quot;_ftnref2&quot;&gt;[2]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;&lt;a id=&quot;contemporary&quot; name=&quot;contemporary&quot;&gt;&lt;/a&gt;Contemporary regional foci&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;A surge in anthropological accounts of gambling in the last two decades has forged new ground by highlighting the sheer variety of &lt;a href=&quot;http://doi.org/10.29164/19games&quot; target=&quot;_blank&quot;&gt;games&lt;/a&gt; in their myriad social contexts. Because the field was initially narrow, many anthropologists studying gambling address themselves more to regional cultural concerns than the topic of gambling &lt;em&gt;per se&lt;/em&gt;. Inevitably, therefore, the problematics are to some extent a product of the regions where they conduct fieldwork. I have picked three regions as examples: the &lt;a href=&quot;http://doi.org/10.29164/16mediterranean&quot; target=&quot;_blank&quot;&gt;Mediterranean&lt;/a&gt;, East Asia, and Oceania, but what follows is by no means a comprehensive overview.&lt;/p&gt;
&lt;p&gt;Mediterranean-based anthropological studies of gambling are few but influential. The main examples stem from Greece (Herzfeld 1991; Malaby 2003; Papataxiarchis 1999), and all situate gambling as a form of valorised &lt;a href=&quot;http://doi.org/10.29164/16resistance&quot; target=&quot;_blank&quot;&gt;resistance&lt;/a&gt;. For Herzfeld, aggressive &lt;a href=&quot;http://doi.org/10.29164/21masculinity&quot; target=&quot;_blank&quot;&gt;masculinity&lt;/a&gt; is demonstrated through nonchalantly submitting one’s wealth to mocking chance at illegal coffeehouse gambling. Players boast of their losses rather than their wins. They walk a knife edge between a devil-may-care attitude towards &lt;a href=&quot;http://doi.org/10.29164/20money&quot; target=&quot;_blank&quot;&gt;money&lt;/a&gt; and perceived irresponsibility to one’s wife and family. If they lose too badly or too often, men experience a collapse in male status as they are forced to surrender &lt;a href=&quot;http://doi.org/10.29164/25finance&quot; target=&quot;_blank&quot;&gt;financial&lt;/a&gt; power to the woman of the house. Papataxiarchis similarly foregrounds bravado in his description of gambling on the island of Lesbos, but locates it instead in the antagonism between local society and encompassing orders that are embodied in people’s &lt;a href=&quot;http://doi.org/10.29164/21dependence&quot; target=&quot;_blank&quot;&gt;dependence&lt;/a&gt; on state-issued currency. Gambling allows for disinterested &lt;a href=&quot;http://doi.org/10.29164/21sharing&quot; target=&quot;_blank&quot;&gt;sharing&lt;/a&gt; and the public renunciation of money as a symbol of external state domination. Malaby’s book-length &lt;a href=&quot;http://doi.org/10.29164/18ethno&quot; target=&quot;_blank&quot;&gt;ethnographic&lt;/a&gt; monograph on Cretan gambling continues this masculine tenor. He describes the local repertoire of gambling games (backgammon, dice, poker, and lotteries) and the way these games situate gamblers, non-gamblers, and the state in relation to each other, and how gambling allows people to construct the self around a stance to the various manifestations of contingency. A recent contribution by Scott (2013) complicates the issue of valorising resistance through her research on Cyprus, a contested island divided between Greece and Turkey. Scott evaluates the role of casino gambling in Turkish-controlled territory as a space where Greek and Turkish Cypriots construct stereotypes of each other. The stereotypes are literally played out through the kinds of choices each group is thought to make during hands of blackjack in what appears a relational elaboration on the idea of gambling as resistance.&lt;/p&gt;
&lt;p&gt;Gambling in Asia is a vast, temporally deep, and socially salient topic. &lt;a href=&quot;http://doi.org/10.29164/21history&quot; target=&quot;_blank&quot;&gt;History&lt;/a&gt; reveals attempts to ban gambling in China as early as the fourth century B.C., and gambling is mentioned in the Hindu epic &lt;em&gt;Mahabharata&lt;/em&gt;. There is some evidence that cards were brought to Europe from China. What comes across from contemporary literature on East Asia is a diverse and thriving gambling scene which I cannot do justice to here, and which requires much more research. East Asia boasts a lively and localised repertoire of card games used for both high and low stakes gambling, together with a range of legal and illegal lotteries and casino and horse race gambling meccas in Hong Kong, Singapore and especially Macau, which has taken over from Las Vegas the designation as the global centre of gambling. Bosco, Liu, and West review the rural and peri-urban phenomenon of an illegal lottery that became wildly popular in China during the late 1990s, and has links to neighbouring Taiwan (2009). Employing accepted social-scientific reasoning, they cast lottery gambling as a form of symbolic resistance to economic paternalism. Again based in rural China, Steinmüller writes against this narrative, claiming that (among other games) &lt;em&gt;zha Jinhua&lt;/em&gt;, a game similar to poker, connects to the widespread equation of social exuberance with ‘heat’, foregrounding a mid-level, regional preoccupation with hotness and coolness (2011). By situating his analysis at this scale, Steinmüller gains greater explanatory purchase than an appeal to abstract terms like ‘resistance’ in China, where it seems not to hold anything like the same cultural cachet as in the Mediterranean.&lt;/p&gt;
&lt;p&gt;Overseas Chinese communities figure prominently in anthropological accounts of the way gambling contributes to minority communities’ collective self-definition. This is perhaps unsurprising given their fame as gamblers, their role as migrant labourers and traders in various &lt;a href=&quot;http://doi.org/10.29164/16colonialism&quot; target=&quot;_blank&quot;&gt;colonial&lt;/a&gt; regimes, and the prevalence of Chinatowns in metropolitan centres (Basu 1991; Loussouarn 2010; Papineau 2005). Loussouarn is emblematic of the wider literature in challenging the consensus that because (in her case, Chinese) minorities gamble more they are irrational, instead providing a cultural analysis of peoples who value confrontations with contingency in a context of risky migration choices and minority status.&lt;/p&gt;
&lt;p&gt;For all these specifics, Mahjong remains the most famous and probably the most played of East Asian gambling games, both at home and abroad, though it has not received proportional attention (Festa 2006). Four players use a set of 144 tiles and each player attempts to gain a winning set of four melds and a pair. The discourse emerging from China centres on the transition from socialism to capitalism and the transmogrification of traditional attitudes to hospitality and efficacy through gambling practice. The explosion in popularity of the mechanical game pachinko in Japan after the Second World War also cries out for anthropological treatment (Schwartz 2006); superficially the game resembles pinball but with potentially hundreds of balls in play at any one time. The aim is to get as many small metal balls as possible, which may be exchanged for prizes.&lt;/p&gt;
&lt;p&gt;To the indigenous peoples of Oceania (including New Zealand and the best part of Australia), gambling was a novel practice; in Australia it arrived 300 years ago, but in parts of Papua New Guinea people learnt of gambling as late as the 1960s. As such, gambling had to be placed within a repertoire of imports such as Christianity, money, wage &lt;a href=&quot;http://doi.org/10.29164/24worklabour&quot; target=&quot;_blank&quot;&gt;labour&lt;/a&gt;, and a swathe of new technologies and commodities. Initial guiding concerns for anthropologists were the role of gambling in integrating new practices, especially as modes of redistribution, and the association of gambling with young men who were rebelling against patriarchal control (Zimmer 1987). Given the novelty of gambling, the Pacific literature also contains a trove of freshly invented and constantly transforming games and a fresh exploration of gambling’s possibilities (see Laycock 1966; Pickles 2014&lt;em&gt;a&lt;/em&gt;). Elsewhere I have described how in Highland Papua New Guinea, the games that were initially introduced bifurcated into two streams of card games, one fast and one slow, and have since been supplemented by slot machines and betting on Australian horse racing at a bookies (Pickles 2013; 2014a). These latter forms of gambling have introduced a ‘house edge’, meaning the house always wins in the long run, a feature that was otherwise absent in games that didn’t have a ‘house’. Given that a proportion of house revenues are given to the state through &lt;a href=&quot;http://doi.org/10.29164/20tax&quot; target=&quot;_blank&quot;&gt;taxation&lt;/a&gt;, it is worth noting that it is only these games that are legal. Recent studies concentrate on the capacity of unseen forces and the gambling games in which they operate as ways in which Pacific people explore a wide range of ideas about efficacy (Mosko 2014; Pickles 2014b). In a context where &lt;a href=&quot;http://doi.org/10.29164/20gifts&quot; target=&quot;_blank&quot;&gt;gifting&lt;/a&gt; and demand sharing play a pivotal role in social life, gambling has also served as a means to explore the potential of state-issued currency, another introduction (Pickles forthcoming).&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; class=&quot;media-image attr__typeof__foaf:Image img__fid__197 img__view_mode__media_large attr__format__media_large&quot; src=&quot;/sites/www.anthroencyclopedia.com/files/styles/large/public/picture1_1.png&quot; style=&quot;width: 480px; height: 360px;&quot; typeof=&quot;foaf:Image&quot; /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;font-size:11px;&quot;&gt;Gamblers playing a card game called &lt;em&gt;bom&lt;/em&gt; in Simbu Province, Papua New Guinea&lt;/span&gt;&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;&lt;a id=&quot;gambling indust&quot; name=&quot;gambling indust&quot;&gt;&lt;/a&gt;The gambling industry and the wider field&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Anthropological studies of the gambling industry represent an area of proven analytic potency and considerable growth. They are not restricted to one region, but they are conceptually united because they deal with: (1) technologies and mathematics that are often very similar or the same; (2) international consortia; (3) shared legal frameworks; and (4) parallel interest from other academic disciplines that can be glossed under ‘gambling studies’.&lt;sup&gt;&lt;a href=&quot;#_ftn3&quot; name=&quot;_ftnref3&quot; title=&quot;&quot; id=&quot;_ftnref3&quot;&gt;[3]&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;
&lt;p&gt;As a commercial industry that relies heavily on permissive state regulation, the gambling industry funds a significant amount of social science research, exercising soft power over the theoretical paradigms within which academics operate. Tied as they are to evidence-based policy, the gambling field is consequently dominated by psychology, criminology, sociology, microeconomics, and the health sciences. With some commendable exceptions (Cassidy 2014a; Schüll 2012), anthropological writings and the works they reference sometimes choose to circumvent this literature, pointing out the &lt;a href=&quot;http://doi.org/10.29164/21history&quot; target=&quot;_blank&quot;&gt;historically&lt;/a&gt; and geographically contingent development of the concepts involved (Hacking 1990; Reith 1999). One of the most valuable attributes of anthropological studies of the gambling industry is the &lt;a href=&quot;http://doi.org/10.29164/18ethno&quot; target=&quot;_blank&quot;&gt;ethnographic&lt;/a&gt; necessity for critical engagement with the same concepts that are used by the industry, by related academic fields, and in the lives of gamblers themselves (e.g. ‘leisure’, ‘&lt;a href=&quot;http://doi.org/10.29164/20addiction&quot; target=&quot;_blank&quot;&gt;addiction&lt;/a&gt;’, ‘responsible gambling’, ‘problem gambling’, ‘compulsive gambling’, and ‘pathological gambling’).&lt;sup&gt;&lt;a href=&quot;#_ftn4&quot; name=&quot;_ftnref4&quot; title=&quot;&quot; id=&quot;_ftnref4&quot;&gt;[4]&lt;/a&gt;&lt;/sup&gt; Critical appraisals of social science approaches to gambling stemming from anthropology and sociology represent a potent counter narrative, but these accounts are rarely taken seriously in the more instrumental, policy-oriented ‘gambling studies’ literature (McGowan 2004).&lt;/p&gt;
&lt;p&gt;The most prominent case of socio-cultural anthropology actively &lt;a href=&quot;http://doi.org/10.29164/16resistance&quot; target=&quot;_blank&quot;&gt;resisting&lt;/a&gt; industry-promoted concepts and trends is Natasha Dow Schüll’s outstanding &lt;em&gt;Addiction by design &lt;/em&gt;(2012), an ethnography of the machine gambling (slot machine) industry in Las Vegas. Schüll uncovers the thin margin between gambling machine and person, riffing on the interstitial space that constitutes them both as models for each other within a machine-formatted head-space that is known as ‘the zone’. Schüll follows the affective link from players to machines and through to the architects of escape, those who make the machines, process the data, and engineer the casino floors. And it is escape that is offered; not something for nothing, but nothing as something. Schüll’s informant-players are beyond the desire for a win; they wish to kindle a space where ‘you’re with the machine and that’s all you’re with’ (2012: 2). There is no escape, for addiction and its treatments are shown to be couched in the same language of actuarial self-management as gambling. Schüll refuses to shy away from exposing industry-affiliated research; she reveals the means by which the gambling industry manipulates opportunities for funding so that research is forced to concentrate on individuals’ propensities to addiction and to steer clear of the interplay of machine and person. She argues that the lack of an obvious intra-bodily aspect in this ‘behavioural’ kind of addiction has either led or enabled researchers to put their focus on the biological make-up of individuals, and drawn attention away from the substantive manipulation of people by gambling machines. What results from the analysis is a nuanced theorization of a society-wide cognitive dissonance between self-regulation and addiction.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;&lt;a id=&quot;flourishing&quot; name=&quot;flourishing&quot;&gt;&lt;/a&gt;A flourishing subdiscipline&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;From sluggish beginnings, the anthropological literature on gambling is surging. Part of this phenomenon must be put down to the expansion and maturation of anthropology as a discipline, but a more important factor is the increasing visibility and public acceptance of gambling within the Global North, where the vast majority of anthropologists receive their training. Set against this background, anthropology’s response to a global gambling phenomenon appears belated, and the centre ground of gambling analysis has been effectively co-opted by problem-oriented disciplines that generate quickly digestible instrumental outcomes. The flourish of anthropological publications in the last two decades has its roots in &lt;a href=&quot;http://doi.org/10.29164/18ethno&quot; target=&quot;_blank&quot;&gt;ethnographic&lt;/a&gt; particularism and regional concerns, but the result has been a wealth of cases that, if harnessed, speak to a single identifiable phenomenon. Of this they are on the cusp. It remains to be seen whether anthropologists will be able to make good on their unrivalled breadth of experience and produce the paradigm-changing analyses that are required in order to account for the diversity in gambling practices and perceptions seen across the world.&lt;/p&gt;
&lt;p&gt;As things stand, anthropologists tend to produce qualitative analyses centred on the gambling experience and the relationship of gambling to the broader socio-cultural context, emphasising that what we know about gambling is irreducibly tied to how we come to know about it (see Cassidy, Pisac &amp;amp; Loussouarn 2013). These contributions are important but undervalued. Ethnographic particulars have yielded excellent data that has been used to plot the presence of gambling against other social phenomena, the best cross-cultural correlation for gambling being presence of state-issued currency and high levels of inequality (see Binde 2005; Pryor 1977). This data is intriguing, but insufficient. Above all, anthropological studies of gambling have shown that the local meanings, uses, strategies, efficacies, symbolism, and effects of gambling can be so manipulated and transformed as to destabilise consensus on what gambling represents as a sociological phenomenon. What emerges instead is gambling as a space of socio-cultural introspection, an underdetermined ritual which privileges form in order to interrogate possibility. It is above all this insight which must figure in broader syntheses. By beginning from an anthropological perspective, broad statistical correlations offer just the merest (but nevertheless profoundly enticing) glimpse into the real boundaries of cultural difference.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;&lt;a id=&quot;references&quot; name=&quot;references&quot;&gt;&lt;/a&gt;References&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Altman, J. 1985. Gambling as a mode of redistributing and accumulating cash among Aborigines: a case study from Arnhem Land. In &lt;em&gt;Gambling in Australia&lt;/em&gt; (eds) G. Caldwell, B. Haig, M. Dickerson &amp;amp; L. Sylvan, 50-67. Sydney: Croom Helm&lt;em&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Basu, E.O. 1991. Profit, loss, and fate: the entrepreneurial ethic and the practice of gambling in an overseas Chinese community. &lt;em&gt;Modern China&lt;/em&gt; &lt;strong&gt;17&lt;/strong&gt;, 227-59.&lt;/p&gt;
&lt;p&gt;Bateson, G. 1973. &lt;em&gt;Steps to an ecology of mind: collected essays in anthropology, psychiatry, evolution and epistemology. &lt;/em&gt;New York: Paladin Books.&lt;/p&gt;
&lt;p&gt;Benjamin, W. 2006. Notes on a theory of gambling. In &lt;em&gt;The sociology of risk and gambling reader &lt;/em&gt;(ed.) J.F. Cosgrave, 211-4&lt;em&gt;.&lt;/em&gt; New York: Routledge.&lt;/p&gt;
&lt;p&gt;Binde, P. 2005. Gambling across cultures: Mapping worldwide occurrence and learning from ethnographic comparison. &lt;em&gt;International Gambling Studies&lt;/em&gt; &lt;strong&gt;5&lt;/strong&gt;, 1-27.&lt;/p&gt;
&lt;p&gt;Bosco, J., L.H-M. Liu &amp;amp; M. West 2009. Underground lotteries in China: the occult economy and capitalist culture. &lt;em&gt;Research in Economic Anthropology&lt;/em&gt; &lt;strong&gt;29&lt;/strong&gt;, 31-62.&lt;/p&gt;
&lt;p&gt;Brady, M. 2004. Regulating social problems: The pokies, the Productivity Commission and an Aboriginal community. Discussion paper submitted to the Centre for Aboriginal Economic Policy Research, National Australian University, Canberra, Australia. &lt;/p&gt;
&lt;p&gt;Caillois, R. 1961. &lt;em&gt;Man, play, and games&lt;/em&gt; (trans. M. Barash). London: Thames &amp;amp; Hudson.&lt;/p&gt;
&lt;p&gt;Cassidy, R. 2002. &lt;em&gt;The sport of kings: kinship, class, and thoroughbred breeding in Newmarket&lt;/em&gt;. Cambridge: University Press.&lt;/p&gt;
&lt;p&gt;———, A. Pisac &amp;amp; C. Loussouarn 2013. &lt;em&gt;Qualitative research in gambling: exploring the production and consumption of risk&lt;/em&gt;. London: Routledge.&lt;/p&gt;
&lt;p&gt;——— 2014a. Fair game? Producing and publishing gambling research. &lt;em&gt;International Gambling Studies&lt;/em&gt; &lt;strong&gt;14&lt;/strong&gt;, 345-53.&lt;/p&gt;
&lt;p&gt;——— 2014b. Afterword: Manufacturing gambling. &lt;em&gt;Oceania&lt;/em&gt; &lt;strong&gt;84&lt;/strong&gt;, 306-14.&lt;/p&gt;
&lt;p&gt;Dostoyevsky, F. 1996 [1866]. &lt;em&gt;The gambler&lt;/em&gt; (trans. C.J. Hogarth). New York: Dover Thrift.&lt;/p&gt;
&lt;p&gt;Festa, P.E. 2006. Mahjong politics in contemporary China: civility, Chineseness, and mass culture. &lt;em&gt;Positions: East Asia Cultures Critique&lt;/em&gt; &lt;strong&gt;14&lt;/strong&gt;, 7-35.&lt;/p&gt;
&lt;p&gt;Gariban, G., S.F. Kingma &amp;amp; N. Zhorowska 2014. Never a dull day: exploring the material organization of virtual gambling. &lt;em&gt;Qualitative research in gambling: exploring the production and consumption of risk &lt;/em&gt;(eds) R. Cassidy, A. Pisac &amp;amp; C. Loussouarn, 107-21. London: Routledge.&lt;/p&gt;
&lt;p&gt;Geertz, C. 1973. &lt;em&gt;The interpretation of cultures: selected essays&lt;/em&gt;. New York: Basic Books.&lt;/p&gt;
&lt;p&gt;Goffman, E. 2006 [1969]. Where the action is. In &lt;em&gt;The sociology of risk and gambling reader&lt;/em&gt; (ed.) A.F. Collins, 225-54. New York: Routledge.&lt;/p&gt;
&lt;p&gt;Goodale, J.C. 1987. Gambling is hard work: card playing in Tiwi society. &lt;em&gt;Oceania&lt;/em&gt; &lt;strong&gt;58&lt;/strong&gt;, 6-21.&lt;/p&gt;
&lt;p&gt;Hacking, I. 1990. &lt;em&gt;The taming of chance&lt;/em&gt;. Cambridge: University Press.&lt;/p&gt;
&lt;p&gt;Herzfeld, M. 1991. &lt;em&gt;A place in history: social and monumental time in a Cretan town&lt;/em&gt;. Princeton: University Press.&lt;/p&gt;
&lt;p&gt;Huizinga, J. 1970 [1949]. &lt;em&gt;Homo ludens: a study of the play-element in culture&lt;/em&gt;. London: Paladin.&lt;/p&gt;
&lt;p&gt;Laycock, D.C. 1966. Three native card games of New Guinea and their European ancestors. &lt;em&gt;Oceania&lt;/em&gt; &lt;strong&gt;37&lt;/strong&gt;, 49-53.&lt;/p&gt;
&lt;p&gt;Lesser, A. 1969 [1933]. &lt;em&gt;The Pawnee ghost dance hand game: ghost dance revival and ethnic identity&lt;/em&gt;. New York: AMS Press.&lt;/p&gt;
&lt;p&gt;Loussouarn, C. 2010. &lt;em&gt;‘Buying moments of happiness’: luck, time and agency among Chinese casino players in London&lt;/em&gt;. Ph.D. dissertation, Department of Social Anthropology, Goldsmiths, University of London.&lt;/p&gt;
&lt;p&gt;Malaby, T.M. 2003. &lt;em&gt;Gambling life: dealing in contingency in a Greek city&lt;/em&gt;. Chicago: University of Illinois Press.&lt;/p&gt;
&lt;p&gt;McGowan, V. (ed.) 2004. How do we know what we know: epistemic tensions in social and cultural research on gambling, 1980–2000. &lt;em&gt;Journal of Gambling Issues &lt;/em&gt;&lt;strong&gt;11&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Mosko, M.S. 2014. Cards on Kiriwina: magic, cosmology, and the ‘divine dividual’ in Trobriand gambling. &lt;em&gt;Oceania&lt;/em&gt; &lt;strong&gt;84&lt;/strong&gt;, 239-55.&lt;/p&gt;
&lt;p&gt;Papataxiarchis, E. 1999. A contest with money: gambling and the politics of disinterested sociality in Aegean Greece. In &lt;em&gt;Lilies of the field: marginal people who live for the moment&lt;/em&gt; (eds) S. Day, E. Papataxiarchis &amp;amp; M. Stewart, 158-75. Boulder, Colo.: Westview.&lt;/p&gt;
&lt;p&gt;Papineau, E. 2005. Pathological gambling in Montreal’s Chinese community: an anthropological perspective. &lt;em&gt;Journal of Gambling Studies&lt;/em&gt; &lt;strong&gt;21&lt;/strong&gt;, 157-78.&lt;/p&gt;
&lt;p&gt;Pickles, A.J. 2013. ‘One-man one-man’: how slot-machines facilitate Papua New Guineans&#039; shifting relations to each other. In &lt;em&gt;Qualitative research in gambling: exploring the production and consumption of risk&lt;/em&gt; (eds) R. Cassidy, A. Pisac &amp;amp; C. Loussouarn, 171-84. London: Routledge.&lt;/p&gt;
&lt;p&gt;——— 2014a. Introduction: gambling as analytic in Melanesia. &lt;em&gt;Oceania&lt;/em&gt; &lt;strong&gt;84&lt;/strong&gt;, 207-21.&lt;/p&gt;
&lt;p&gt;——— 2014b. ‘Bom bombed Kwin’: how two card games model kula, moka, and Goroka. &lt;em&gt;Oceania&lt;/em&gt; &lt;strong&gt;84&lt;/strong&gt;, 272-88.&lt;/p&gt;
&lt;p&gt;——— forthcoming. &lt;em&gt;The other face of money: gambling, transfers and the economic frontier, Papua New Guinea. &lt;/em&gt;Unpublished book manuscript.&lt;/p&gt;
&lt;p&gt;Pina-Cabral, J. de 2002. &lt;em&gt;Between China and Europe: person, culture, and emotion in Macao&lt;/em&gt;. Oxford: Berg.&lt;/p&gt;
&lt;p&gt;Pisac, A. 2013. Croupiers’ sleight of mind. In &lt;em&gt;Qualitative research in gambling: exploring the production and consumption of risk&lt;/em&gt; (eds) R. Cassidy, A. Pisac &amp;amp; C. Loussouarn, 59-73. London: Routledge.&lt;/p&gt;
&lt;p&gt;Pryor, F.L. 1977. &lt;em&gt;The origins of the economy: a comparative study of distribution in primitive and peasant economies&lt;/em&gt;. New York: Academic Press.&lt;/p&gt;
&lt;p&gt;Reith, G. 1999. &lt;em&gt;The age of chance: gambling and western culture&lt;/em&gt;. New York: Routledge.&lt;/p&gt;
&lt;p&gt;Rizzo, J. 2004. Compulsive gambling, diagrammatic reasoning, and spacing out. &lt;em&gt;Public Culture&lt;/em&gt; &lt;strong&gt;16&lt;/strong&gt;, 265-88.&lt;/p&gt;
&lt;p&gt;Sallaz, J. 2009. &lt;em&gt;The labor of luck: casino capitalism in the United States and South Africa&lt;/em&gt;. Berkeley: University of California Press.&lt;/p&gt;
&lt;p&gt;Schüll, N.D. 2012. &lt;em&gt;Addiction by design: machine gambling in Las Vegas&lt;/em&gt;. Princeton: University Press.&lt;/p&gt;
&lt;p&gt;Schwartz, D.G. 2006. &lt;em&gt;Roll the bones: the history of gambling&lt;/em&gt;. New York: Gotham Books.&lt;/p&gt;
&lt;p&gt;Scott, J. 2013. ‘Playing properly’: casinos, blackjack and cultural intimacy. In &lt;em&gt;Qualitative research in gambling: exploring the production and consumption of risk&lt;/em&gt; (eds) R. Cassidy, A. Pisac &amp;amp; C. Loussouarn, 125-39. London: Routledge.&lt;/p&gt;
&lt;p&gt;Simmel, G. 2006 [1911]. The adventurer: 1911. In &lt;em&gt;The sociology of risk and gambling reader &lt;/em&gt;(ed.) J.F. Cosgrave, 215-42. New York: Routledge.&lt;/p&gt;
&lt;p&gt;Steinmüller, H. 2011. The moving boundaries of social heat: gambling in rural China. &lt;em&gt;Journal of the Royal Anthropological Institute&lt;/em&gt; &lt;strong&gt;17&lt;/strong&gt;, 263-80.&lt;/p&gt;
&lt;p&gt;Veblen, T. 2007. &lt;em&gt;The theory of the leisure class&lt;/em&gt;. Oxford: University Press.&lt;/p&gt;
&lt;p&gt;Woodburn, J. 1982. Egalitarian societies. &lt;em&gt;Man&lt;/em&gt; &lt;strong&gt;17&lt;/strong&gt;, 431-51.&lt;/p&gt;
&lt;p&gt;Van Wyk, I. 2012. ‘Tata ma chance’: on contingency and the lottery in post-apartheid South Africa. &lt;em&gt;Africa&lt;/em&gt; &lt;strong&gt;82&lt;/strong&gt;, 41-68.&lt;/p&gt;
&lt;p&gt;Zimmer, L.J. 1987. Gambling with cards in Melanesia and Australia: an introduction. &lt;em&gt;Oceania&lt;/em&gt; &lt;strong&gt;58&lt;/strong&gt;, 1-5.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;Note on contributor&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Anthony J. Pickles is a social anthropologist and Research Fellow at Trinity College, Cambridge. His forthcoming monograph is entitled &lt;em&gt;The other face of money: gambling in Papua New Guinea&lt;/em&gt;. Other publications include a special issue of &lt;em&gt;Oceania&lt;/em&gt; on gambling in Melanesia (2014).&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Dr Anthony J. Pickles, Department of Archaeology and Anthropology, Division of Social Anthropology, Free School Lane, Cambridge CB2 3RF, United Kingdom. &lt;a href=&quot;mailto:ajp225@cam.ac.uk&quot;&gt;ajp225@cam.ac.uk&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;
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&lt;p&gt;&lt;a href=&quot;#_ftnref1&quot; name=&quot;_ftn1&quot; title=&quot;&quot; id=&quot;_ftn1&quot;&gt;[1]&lt;/a&gt; In dire times, the Ghost Dance movement synthesised new religious strictures with existing beliefs and above all emphasised the power of formal dances (long considered socially efficacious) to bring about a utopic transformation of Native American circumstances, generating prosperity and unity across Native American communities and release from colonial oppression.&lt;/p&gt;
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&lt;p&gt;&lt;a href=&quot;#_ftnref2&quot; name=&quot;_ftn2&quot; title=&quot;&quot; id=&quot;_ftn2&quot;&gt;[2]&lt;/a&gt; Other important influences include the following: anthropologists were late on the scene when it came to gambling, and often therefore trace their intellectual heritage from the philosophers Walter Benjamin (2006), Johan Huizinga (1970 [1949]) and Georg Simmel (2006 [1911]), the works of sociologists and cultural theorists such as Thorstein Veblen (2007) and Roger Caillois (1961), as well as Fyodor Dostoyevski’s &lt;em&gt;The gambler&lt;/em&gt; (1996 [1866]). With the exception of Roger Caillois, these thinkers were concerned with the development of European and American gambling under the capitalist system or the proclivities towards gambling of a universal human subject modelled on European cosmologies. They therefore figure more prominently in anthropological studies of gambling in the context of capitalism and in the Global North.&lt;/p&gt;
&lt;p&gt;The sociologist Erving Goffman is that discipline’s first point of reference on gambling, and his influence has been important to anthropology as well (2006 [1969]). Based on research in the US, he generalises about gamblers everywhere. Goffman begins by distinguishing between the objective mathematical risk of a given bet and the subjective risk experienced by players, and as a sociologist he is primarily concerned with the latter. Unlike anthropological accounts of gambling, which would by and large dismiss the relevance of statistical risk at this point, Goffman retains this mathematical framing for the problem of subjectively understood risk. His primary insight stems from this combination of statistical probability and perception. For Goffman, the ‘expected utility’ of a pot (i.e. the usefulness accorded to the money one might win by a player weighted by the probability of their winning it) is shot through with other subjective factors. These include the excitement of gambling and the ability of a pot to make a consequential difference to the player’s life after the game is concluded. Goffman defines the thrill of risk as ‘action’, and describes sociological reasons why people are attracted to ‘action’ in whatever form it can be found. The approach is a natural ally to Bateson’s in that the thrill of gambling is seen as a necessary, nigh fundamental part of the analysis of gambling.&lt;/p&gt;
&lt;p&gt;Roger Caillois was an anthropologically informed French intellectual and critic, and a colleague of Marcel Mauss. Unlike Goffman, who begins with the assumption of conceptual hegemony during cognitive processes that are on the surface perceived differently by different actors, Caillois takes human diversity and divergent cultural history as the starting point for the development of approaches to games. His open-ended approach in making a global typology of games in &lt;em&gt;Man, play, and games &lt;/em&gt;(1961) is in some respects still innovative today. For Caillois, all human play begins with &lt;em&gt;paidia&lt;/em&gt;, which he defined as ‘spontaneous manifestations of the play instinct’ (1961: 28), from the Greek, but this is the extent of human similitude. &lt;em&gt;Paidia&lt;/em&gt; is disciplined to various extents by a concept from Latin, &lt;em&gt;ludus&lt;/em&gt;, the ‘pleasure experienced in solving a problem arbitrarily designed’ (Caillois 1961: 29). The resultant game takes a form that lies within a matrix of four tropes: directed contest, chance, mimesis, and disorientation. Caillois was also at pains to point out that &lt;em&gt;ludus&lt;/em&gt; is not the only conceivable metamorphosis of &lt;em&gt;paidia &lt;/em&gt;into social forms of prescription, and he takes the closest Chinese-language equivalent to &lt;em&gt;paidia&lt;/em&gt;, &lt;em&gt;wan&lt;/em&gt;, as his example. &lt;em&gt;Wan&lt;/em&gt; is ‘oriented not toward process, calculation, or triumph over difficulties [as &lt;em&gt;ludus&lt;/em&gt; is] but toward calm, patience, and idle speculation’ (1961: 33). For Caillois this was evidence of how China wisely worked out a contrasting philosophical destiny for itself, and that cultures’ destinies could be read from their games. Though dated, &lt;em&gt;Man, play, and games&lt;/em&gt; remains the most ambitious attempt yet to model games across all cultures.&lt;/p&gt;
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&lt;p&gt;&lt;a href=&quot;#_ftnref3&quot; name=&quot;_ftn3&quot; title=&quot;&quot; id=&quot;_ftn3&quot;&gt;[3]&lt;/a&gt; Quantitative and instrumental accounts of gambling have a functional policy role backed by state and industry funding in wealthy nations of the Global North. It has been left largely to anthropologists to study small-scale societies’ gambling practices within their own social contexts, as well as gambling in nations which do not have the financial resources to support their own research. There are three notable points of intersection between these poles, the first being the wholesale adoption of gambling policy designed in the Global North by nations in the Global South (Cassidy 2014b). These are often driven by commercial interests and good-governance drives, and are a field ripe for anthropological study. The second is the development of gambling enclaves that attempt to entice gamblers from wealthy states to spend money offshore (Pina-Cabral 2002). Thirdly, the study of minority communities in settler states (particularly in the United States and Australia) are often tackled using quantitative and instrumental techniques, but have also been the subject of anthropological analyses (Altman 1985; Goodale 1987), and the results often represent stark and problematic contrasts (e.g. Brady 2004).&lt;/p&gt;
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&lt;p&gt;&lt;a href=&quot;#_ftnref4&quot; name=&quot;_ftn4&quot; title=&quot;&quot; id=&quot;_ftn4&quot;&gt;[4]&lt;/a&gt; Exemplars of such studies include horse racing in the UK (Cassidy 2002), croupiers in a Slovenian casino (Pisac 2013), casino gambling in the United States and South Africa (Rizzo 2004; Sallaz 2009), and participation in the South African lottery (Van Wyk 2012). The emerging field of online gambling is as yet somewhat of a blind spot (but see Gariban, Kingma &amp;amp; Zhorowska 2013).&lt;/p&gt;
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