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Gamblified experiences of young teens – meaning, agency and vulnerability

  • Aarhus Univeristy Hospital
  • Aalborg University

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).

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'.
StatusActive
Effective start/end date01/01/2631/12/27

Collaborative partners

  • Aarhus Univeristy Hospital
  • Aalborg University
  • (lead)

Keywords

  • consumption
  • experience economy
  • youth culture
  • marketing