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During the 1990s the gambling industry transformed its image by
referring to itself as the 'gaming industry'. While critics of the
industry scoffed at this transformation as merely a meaningless
name change, it has had profound effects on the business and public
policies that face the newly transformed gaming industry.The book
is divided into three parts. The first part focuses on the
historical and cultural forces that have shaped the new gaming
industry. Emphasis is placed on the two types of games (agon -
games of skill, and alea - games of chance). It is shown that the
types of games a society embraces have a significant impact on
whether gambling is permitted to enter the mainstream of the
entertainment industry. The second part of the book analyzes how
each segment (pari-mutuel betting, lotteries and casinos) competes
in the new industry. The political and social implications of
gaming are the focus of the final part, which concludes with a
series of recommendations that will enable the industry, public
policy officials and anti-gambling activists to construct policies
that mitigate some of the problems associated with gambling. The
book will be of particular interest to students, practitioners and
scholars in public policy. It will also be pertinent to readers in
economics, political science and business.
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