Project Details
Description
Gambling, gaming, media and consumption are converging and normalizing gambling as gamblified experiences to young audiences. This project is investigating how these converging trends of gambling and gamblification is being
mainstreamed in the life-worlds of young teenagers (aged 13-15).
mainstreamed in the life-worlds of young teenagers (aged 13-15).
Layman's description
Gambling, gaming, brug af sociale medier og forbrug bliver i stigende grad smeltet sammen i unges livsverden. Projektet undersøger hvordan 13-15-årige oplever gamblificering, og i hvilken grad unge oplever dette som udfordrende eller 'genveje til hurtig succes'.
| Status | Active |
|---|---|
| Effective start/end date | 01/01/26 → 31/12/27 |
Keywords
- consumption
- experience economy
- youth culture
- marketing