Searching Anthropology and Twitter Do “New” Fields Require New Tools?

Total Page:16

File Type:pdf, Size:1020Kb

Searching Anthropology and Twitter Do “New” Fields Require New Tools? Searching Anthropology and Twitter Do “new” fields require new tools? Erlend J. Tollaas Masteroppgave i Sosialantropologi Vår 2018 UNIVERSITETET I OSLO 15.05.2018 II Searching Twitter and Anthropology Do “new” fields require new tools? Erlend Jong Tollaas III © Erlend Jong Tollaas 2018 Searching Anthropology and Twitter – Do “new” fields require new tools? Forfatter: Erlend Jong Tollaas http://www.duo.uio.no/ Trykk: Reprosentralen, Universitetet i Oslo IV Summary This thesis is focused on the role of social media in anthropology today, and in the future. It has changed from an initially “classic” fieldwork centred thesis, to the literature-based thesis it is today. As social media is a broad subject, I’ve elected to focus especially on Twitter. I chose Twitter partially based on it being a media I knew, but also due to the original aim of the thesis. As a literature-based thesis, my empirical data is presented in the form of experiences. I draw upon my own experiences, as well as those of authors I mention, linking them to texts ranging from Bronislaw Malinowski and Erving Goffman, to Devin Gaffney & Cornelius Puschmann and Michael Beurskens. Through the various authors I refer to, I attempt to cover a broad spectrum of different topics relating to opportunities and challenges between anthropology and Twitter. As such, this is no “deep dive” into any one opportunity or challenge. The thesis is constructed around the idea of opportunities, challenges and ethical questions. I approached these ideas through initially questioning our anthropological tools. Authors like Yarimar Bonilla & Jonathan Rosa and Alice E. Marwick offer practical examples of Twitter studies. Annette Markham raised some questions regarding the purpose of fieldwork, and questioned why we second-guess digital (anthropology)data. This was largely inspirational for how I approached thinking opportunities and challenged with Twitter. Judith Okely, on the other hand, has covered the ideas and advantages of for example physical presence. This forced me to consider the challenged carefully and try to place Twitter in relation to classic fields and fieldwork. There are also technical reads, touching upon the basic tools which we should apply to these studies. As I argue in the text, these are added both to enlighten the reader to how these technical aspects actually work, but also highlight just how complex it is to understand. The ethical aspects are both tied to law, anthropology and general concerns that have arisen of late. As social medias popularity rises, we must also make more ethical considerations. Some of these are obvious and familiar, such as anonymity and privacy, but others, such as navigating Twitter laws or bots and trolls, are harder to grasp. My conclusion tries to tie together all the opportunities and challenges and as they have been presented. Through the understanding I’ve built up of how to approach these, I question the way we (anthropologists) think about social media. V VI Preface The purpose of this thesis is to question how anthropology can relate to new social media platforms. It had what I assume is an unusual beginning, even for a subject where we are encouraged to explore and study something unfamiliar in an (for us) unfamiliar setting. Through almost two earlier iterations, it changed from fieldwork-based to a form of literature analysis. As someone who has studied for three and a half years getting ready to perform and write about a fieldwork, it was challenging to “reset”. On top of this came the half year spent on the fieldwork, and half a year figuring out the new direction (including the short Twitter case study) which eventually added up. When approaching it anew, I carried over certain key elements from the initial research proposal, and thus maintained a connection to the things I found interesting. Discussing things that touched upon the experiences I did have, allowed me to engage with the material on a more personal level than I initially thought possible. While I at times questioned the validity of using myself as I have done, I attempted to find the right balance between my experiences and the arguments presented by others. Throughout the writing process my “goal” or aim also changed. Initially I thought answering the hypothesis would round the thesis off, but as I worked with it, its scope broadened. The texts I’ve selected, and the themes I discussed are a product of what I’ve experienced in light of the knowledge I now have. While new texts on social media emerge seemingly every day, I remain with a question; Why does this still appear unfamiliar or “new” to us? VII VIII Innhold Introduction ................................................................................................................................ 1 Personal anecdotes and ”fieldwork experience” .................................................................... 1 Questioning the hypothesis .................................................................................................... 3 The Scotland fieldwork .......................................................................................................... 4 The Case Study of the American Presidential Election ......................................................... 5 Chapter 1: The idea of Twitter, field and its purpose ................................................................. 9 Barnard and brief exploits from anthropological history ..................................................... 10 Gupta and Ferguson – ideas of field ..................................................................................... 12 Okely – fieldwork and ethnography ..................................................................................... 13 Markham and why we do what we do .................................................................................. 15 Marcus and Candea – Geography and ethnography in the multi-sited debate ..................... 17 Kozinets Netnography .......................................................................................................... 18 Chapter 2: The opportunities .................................................................................................... 21 Gaffney & Puschmann “Data Collection on Twitter” .......................................................... 22 Burns & Stieglitz and Metrics for Understanding Communication on Twitter ................... 26 Bonilla & Rosa #Ferguson ................................................................................................... 29 Marwick “Ethnographic and Qualitative Research on Twitter” .......................................... 32 Classical fieldwork data and Twitter data ............................................................................ 35 Chapter 3 – The Challenges ..................................................................................................... 39 Postill & Pink “Social Media Ethnography: The Digital Researcher in a Messy Web” ...... 39 Data – a flood of data or a stream of information ................................................................ 41 The Matter of Representation ............................................................................................... 46 Informants and source criticism ........................................................................................... 49 Bots, trolls and “fake news” ................................................................................................. 52 The sense of “being there” – can it be done none-physically? ............................................. 54 The Relationship Conundrum .............................................................................................. 57 Summary of the Challenges – Viewing Critically ............................................................... 59 Chapter 4: The Ethics ............................................................................................................... 61 Michael Beurskens: Understanding the legal framework .................................................... 61 Twitters position ................................................................................................................... 64 Is this public? Posting on Twitter ......................................................................................... 66 Issues of Truth, representation, bots, trollfactories and “fake news” return ........................ 68 IX Echo-chambers or cross-communication ............................................................................. 69 Notes on the current standing of law .................................................................................... 71 Chapter 5: Summary ................................................................................................................. 73 The debunking of the mystical ............................................................................................. 74 Placing myself in the thesis .................................................................................................. 76 The final barriers .................................................................................................................. 77 Bibliography: ............................................................................................................................ 81 Online Links - Links to sites referred to (not press/media): ................................................ 84 Media/press links to sites referred to: .................................................................................
Recommended publications
  • “Beautiful Forcefields!”
    “Beautiful Forcefields!” Promotional Metadiscursive Language in eSports Commentaries ” Underbara kraftfält!” Promotionsbef rämjande metadiskursivt språ k i eSportskommentar er Johannes Byrö Faculty of Arts and Social Sciences English English III: D egree Project 15hp Supervisor: Andrea Schalley Examiner : Solveig Granath October 2017 Title: “Beautiful Forcefields!”: Promotiona l Metadiscursive language in eSports Commentaries Titel på svenska: ” Underbara kraftfält!”: Promoti onsbef rämjande metadiskursi v t språk i eSportskommenta rer Author: Johannes Byrö Pages: 45 Abstract For an eSports commentator, the ability to promote the rivalry between the competitors is just as important as fast and accurate commentary. Th us, it is of interest how an experienced commentator achieves this promotional language per some theoretical framework. Using the relatively new and unexplored linguistic field of pro motional metadiscourse the quality o f comment ary can be evaluated quantifiably . T hus, t his paper investigates the promotional l anguage used by accomplished eSports commentators, in contrast to inexpe rienced novices, in the game StarCraft II. This is achieved with a lexical analysis of two StarCraft I I commentaries using categories of promotional langu age previously identified in press releases. Experienced commentators were found to have a much more extensive and varied vocabulary than their inexperienced counterparts, adopting stronger evaluative adj ectives and adverbs, as well as metaphorical language, in their commentaries. After comparing the commentaries with each other, the comments of two experienced commentators were compared. In this analysis, the same results were found in regards to commenta tor experience, as the less experienced commentator in this team featured less varied and weaker evaluative language than his more experienced co - commentator, yet more varied and evaluative than the novices .
    [Show full text]
  • 286 Nicholas Robinson* I. INTRODUCTION
    NORTH CAROLINA JOURNAL OF LAW & TECHNOLOGY VOLUME 20, ISSUE 2: DECEMBER 2018 FROM ARCADES TO ONLINE: UPDATING COPYRIGHT TO ACCOMMODATE VIDEO GAME STREAMING Nicholas Robinson* I. INTRODUCTION ........................................................................286 II. VIDEO GAME BACKGROUND .................................................290 A. Gaming Industry ...........................................................290 B. Live Video Game Streaming .........................................296 III. THE COPYRIGHTS OF VIDEO GAMES ..................................304 A. Performance and Display .............................................305 B. Fair Use ........................................................................307 C. The Audiovisual Definition ...........................................311 D. Board Games ................................................................317 IV. RESTRICTIONS ON THE RIGHTS OF THE PLAYERS ..............321 A. Authorship .....................................................................322 B. End User License Agreements ......................................323 C. Impression Prods. v. Lexmark Int’l, Inc. ......................327 V. CONCLUSION ..........................................................................329 I. INTRODUCTION On March 14, 2018, a super group consisting of a few extremely popular musicians, an online personality, and a professional football player joined to play the video game Fortnite. The professional gamer, Ninja, hosted the group on his Twitch stream and it became
    [Show full text]
  • Online Harassment and Content Moderation: the Case of Blocklists
    Online Harassment and Content Moderation: The Case of Blocklists SHAGUN JHAVER, SUCHETA GHOSHAL, AMY BRUCKMAN, and ERIC GILBERT, Georgia Institute of Technology Online harassment is a complex and growing problem. On Twitter, one mechanism people use to avoid ha- rassment is the blocklist, a list of accounts that are preemptively blocked from interacting with a subscriber. In this article, we present a rich description of Twitter blocklists – why they are needed, how they work, and their strengths and weaknesses in practice. Next, we use blocklists to interrogate online harassment – the forms it takes, as well as tactics used by harassers. Specifically, we interviewed both people who use block- lists to protect themselves, and people who are blocked by blocklists. We find that users are not adequately protected from harassment, and at the same time, many people feel that they are blocked unnecessarily and unfairly. Moreover, we find that not all users agree on what constitutes harassment. Based on our findings, we propose design interventions for social network sites with the aim of protecting people from harassment, while preserving freedom of speech. CCS Concepts: • Human-centered computing → Empirical studies in collaborative and social com- puting; Ethnographic studies; Additional Key Words and Phrases: Online harassment, moderation, blocking mechanisms, gamergate, blocklists ACM Reference format: Shagun Jhaver, Sucheta Ghoshal, Amy Bruckman, and Eric Gilbert. 2018. Online Harassment and Con- tent Moderation: The Case of Blocklists. ACM Trans. Comput.-Hum. Interact. 25, 2, Article 12 (March 2018), 33 pages. https://doi.org/10.1145/3185593 1 INTRODUCTION 1.1 Online Harassment In mid 2016, 25-year-old Erin Schrode was in the middle of her congressional campaign.
    [Show full text]
  • Storm of Heroes Youtube
    Storm of heroes youtube The official YouTube channel for the game Heroes of the Storm, a raucous online team brawler starring your favorite Blizzard characters. ESRB Rating: TEEN wi. The Lich Lord of The Plaguelands, Commander of The Dread Necropolis, Master of the Cold Dark, Founder of. GAME 2! ? v=q_ATnAESCWk SECOND CHANNEL: It's nonstop mayhem as epic Blizzard heroes clash on unique battlegrounds in Blizzard Entertainment's. Click here for the Heroes of the Storm Daily Quest Gameplay playlist. As the new warchief of the Horde, Garrosh is a proud and vicious warrior who rules with an iron fist. His hatred. The infestation spreads within the Nexus Get all the necessary information and gameplay tips on our newest. ชอื เกม: Storm of Heroes คา่ ย: Hoolai Game Ltd แนวเกม: RPG กราฟฟิค: 2D ภาษา: ภาษาอังกฤษ คําแนะนําเบอื งตน้ : การแสวงหามหากาพย!์ เกม RPG. My German GAMING Channel: ➔ Visit RECON COMPANY. Once the Aspect of Wisdom, Malthael abandoned heaven after the Worldstone's destruction. In secret, he had. Get the BUFF AF Shirt! ➤ Thanks to Blizzard for sponsoring this video! Learn more. Hana Song, also known as “,” is both a world champion professional gamer and a burgeoning global icon. As. The battle begins soon! Teams from all over the globe are preparing for the launch of Heroes of the Storm's HGC competition, and you won't want to miss a. The Machines of War are nearly upon the Nexus. Find out what Heroes join the fight in this upcoming epic. After shattering the Worldstone, the young Amazon Cassia had changed. She had seen hatred, terror, and.
    [Show full text]
  • Nerd/Geek Masculinity: Technocracy, Rationality
    NERD/GEEK MASCULINITY: TECHNOCRACY, RATIONALITY, AND GENDER IN NERD CULTURE’S COUNTERMASCULINE HEGEMONY A Dissertation by ELEANOR AMARANTH LOCKHART Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Chair of Committee, Kristan Poirot Committee Members, Tasha Dubriwny Jennifer Mercieca Claire Katz Head of Department, J. Kevin Barge August 2015 Major Subject: Communication Copyright 2015 Eleanor Amaranth Lockhart ABSTRACT Nerd and geek culture have become subjects of increasing public concern in recent years, with growing visibility and power for technical professions and increasing relevance of video games, science fiction, and fantasy in popular culture. As a subculture, nerd/geek culture tends to be described in terms of the experiences of men and boys who are unpopular because of their niche interests or lack of social skills. This dissertation proposes the concept of nerd/geek masculinity to understand discourses of hegemonic masculinity in nerd/geek culture. Examining three case studies, the novel Ender’s Game by Orson Scott Card, the neoreactionary political ideology, and the #GamerGate controversy, the dissertation suggests that nerd/geek masculinity responds to a perceived emasculation of men who identify as nerds or geeks by constructing the interests, skills, and behaviors of nerd/geek culture as inherently male traits. In this way, nerd/geek masculinity turns the very traits nerds and geeks are often mocked for into evidence of manhood – as the cost of excluding women and queer people from nerd and geek culture. ii DEDICATION To my friends and family who have supported me through this process of scholarship and survival, especially Aeva Palecek and Emily O’Leary… you are my dearest friends.
    [Show full text]
  • Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
    Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions.
    [Show full text]
  • University of Oklahoma Graduate College An
    UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By CHRISTOPHER M. BINGHAM Norman, Oklahoma 2017 AN ETHNOGRAPHY OF TWITCH STREAMERS: NEGOTIATING PROFESSIONALISM IN NEW MEDIA CONTENT CREATION A DISSERTATION APPROVED FOR THE DEPARTMENT OF COMMUNICATION BY _______________________________ Dr. Eric Kramer, Chair _______________________________ Dr. Ralph Beliveau _______________________________ Dr. Ioana Cionea _______________________________ Dr. Lindsey Meeks _______________________________ Dr. Sean O’Neill Copyright by CHRISTOPHER M. BINGHAM 2017 All Rights Reserved. Dedication For Gram and JJ Acknowledgements There are many people I would like to acknowledge for their help and support in finishing my educational journey. I certainly could not have completed this research without the greater Twitch community and its welcoming and open atmosphere. More than anyone else I would like to thank the professional streamers who took time out of their schedules to be interviewed for this dissertation, specifically Trainsy, FuturemanGaming, Wyvern_Slayr, Smokaloke, MrLlamaSC, BouseFeenux, Mogee, Spooleo, HeavensLast. and SnarfyBobo. I sincerely appreciate your time, and am eternally envious of your enthusiasm and energy. Furthermore I would like to acknowledge Ezekiel_III, whose channel demonstrated for me the importance of this type of research to semiotic theory, as well as CohhCarnage and ItmeJP, whose show Dropped Frames, allowed further insight into the social milieu of professional Twitch streaming. I thank Drew Harry, PhD, Twitch’s Director of Science for responding to my enquiries. Finally, I thank all the streamers and fans who attended TwitchCon in 2015 and 2016, for the wonderful experience.
    [Show full text]
  • Gameplay Livestreaming: Human Agents of Gamespace and Their Parasocial Relationships
    GAMEPLAY LIVESTREAMING: HUMAN AGENTS OF GAMESPACE AND THEIR PARASOCIAL RELATIONSHIPS By Alex P. Leith A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of Media and Information Studies—Doctor of Philosophy 2019 ABSTRACT GAMEPLAY LIVESTREAMING: HUMAN AGENTS OF GAMESPACE AND THEIR PARASOCIAL RELATIONSHIPS By Alex P. Leith Gameplay livestreaming is an increasingly popular form of media, with tens of thousands of people choosing to do it as either a hobby or career. Once each of these individuals creates a Twitch account and starts broadcasting themselves, they become a media figure. This dissertation examined the chats from thousands of partnered Twitch channels. The two key areas of examination are parasocial relationships and gameplay engagement. Parasocial relationshxips state that media users can begin to develop perceived relationships with media figures as they consume content containing that figure. A series of Python bots gathered chat and stream data over a month from 30 Twitch categories (e.g., Hearthstone, League of Legends, Art, and Just Chatting). The bots logged a total of 321,189,309 messages from 6,564,307 senders and 117,943 channels. After cleaning the data for partnership status, stream language, and message count, coding divided the remaining 3,224,942 messages from 1,298,148 senders and 3,127 channels into their appropriate groups (i.e., messages target and stream content). The research hypotheses subdivided the dataset several times. All hypotheses had the messages separated between streamer-specific messages and other-specific messages. Streamer-specific messages are messages which include the at symbol (@) and the channel name, thus signaling message intentionality to the streamer.
    [Show full text]
  • Fair Use, Fair Play: Video Game Performances and "Let's Plays" As Transformative Use Dan Hagen
    Washington Journal of Law, Technology & Arts Volume 13 | Issue 3 Article 3 4-1-2018 Fair Use, Fair Play: Video Game Performances and "Let's Plays" as Transformative Use Dan Hagen Follow this and additional works at: https://digitalcommons.law.uw.edu/wjlta Part of the Intellectual Property Law Commons Recommended Citation Dan Hagen, Fair Use, Fair Play: Video Game Performances and "Let's Plays" as Transformative Use, 13 Wash. J. L. Tech. & Arts 245 (2018). Available at: https://digitalcommons.law.uw.edu/wjlta/vol13/iss3/3 This Article is brought to you for free and open access by the Law Reviews and Journals at UW Law Digital Commons. It has been accepted for inclusion in Washington Journal of Law, Technology & Arts by an authorized editor of UW Law Digital Commons. For more information, please contact [email protected]. Hagen: Fair Use, Fair Play: Video Game Performances and "Let's Plays" as WASHINGTON JOURNAL OF LAW, TECHNOLOGY & ARTS VOLUME 13, ISSUE 3 SPRING 2018 FAIR USE, FAIR PLAY: VIDEO GAME PERFORMANCES AND “LET’S PLAYS” AS TRANSFORMATIVE USE Dan Hagen* © Dan Hagen Cite as: 13 Wash. J.L. Tech. & Arts 245 (2018) http://digital.law.washington.edu/dspace-law/handle/1773.1/1816 ABSTRACT With the advent of social video upload sites like YouTube, what constitutes fair use has become a hotly debated and often litigated subject. Major content rights holders in the movie and music industry assert ownership rights of content on video upload platforms, and the application of the fair use doctrine to such content is largely unclear.
    [Show full text]
  • UC Irvine UC Irvine Electronic Theses and Dissertations
    UC Irvine UC Irvine Electronic Theses and Dissertations Title Online Stars and the New Audience: How YouTube Creators Curate and Maintain Communities Permalink https://escholarship.org/uc/item/7f22p0p5 Author Major, Nathaniel Lloyd Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Online Stars and the New Audience: How YouTube Creators Curate and Maintain Communities THESIS submitted in partial satisfaction of the requirements for the degree of MASTER OF SCIENCE in Information and Computer Science with concentration in Informatics by Nathaniel Lloyd Major Thesis Committee: Professor Bonnie Nardi, Chair Professor David Redmiles Professor Josh Tanenbaum 2015 © 2015 Nathaniel Lloyd Major DEDICATION To My wife Rebecca For unlimited encouragement (and free proofreading) ii TABLE OF CONTENTS Page LIST OF TABLES........................................................................................................................................ v ACKNOWLEDGMENTS ............................................................................................................................ vi ABSTRACT OF THE THESIS ..................................................................................................................... vii INTRODUCTION ...................................................................................................................................... 1 Relevance and Format of the Thesis ...................................................................................................
    [Show full text]
  • From Arcades to Online: Updating Copyright to Accommodate Viodeo Game Streaming
    NORTH CAROLINA JOURNAL OF LAW & TECHNOLOGY Volume 20 Issue 2 Article 4 12-1-2018 From Arcades to Online: Updating Copyright to Accommodate Viodeo Game Streaming Nicholas Robinson Follow this and additional works at: https://scholarship.law.unc.edu/ncjolt Part of the Law Commons Recommended Citation Nicholas Robinson, From Arcades to Online: Updating Copyright to Accommodate Viodeo Game Streaming, 20 N.C. J.L. & TECH. 286 (2018). Available at: https://scholarship.law.unc.edu/ncjolt/vol20/iss2/4 This Article is brought to you for free and open access by Carolina Law Scholarship Repository. It has been accepted for inclusion in North Carolina Journal of Law & Technology by an authorized editor of Carolina Law Scholarship Repository. For more information, please contact [email protected]. NORTH CAROLINA JOURNAL OF LAW & TECHNOLOGY VOLUME 20, ISSUE 2: DECEMBER 2018 FROM ARCADES TO ONLINE: UPDATING COPYRIGHT TO ACCOMMODATE VIDEO GAME STREAMING Nicholas Robinson* I. INTRODUCTION ........................................................................286 II. VIDEO GAME BACKGROUND .................................................290 A. Gaming Industry ...........................................................290 B. Live Video Game Streaming .........................................296 III. THE COPYRIGHTS OF VIDEO GAMES ..................................304 A. Performance and Display .............................................305 B. Fair Use ........................................................................307 C. The Audiovisual Definition
    [Show full text]
  • Kansspelen En Social Gaming Informatieve Nota
    KANSSPELEN EN SOCIAL GAMING INFORMATIEVE NOTA ONDER BEGELEIDING VAN INE VAN CAUWENBERGE 2017 ETIENNE MARIQUE PETER NAESSENS JONATHAN VAN DIAMME INHOUD INLEIDING .................................................................................................................................. 1 1. BELGISCHE REGLEMENTERING MET BETREKKING TOT KANSSPELEN ................................. 2 1.1. Definitie van een kansspel ............................................................................................................ 2 1.2. Gevolgen voor aanbieders ............................................................................................................ 3 1.3. Doel van de reglementering.......................................................................................................... 3 2. INTEGRATIE VAN KANSSPELEN BINNEN SOCIAL GAMING IN HET ALGEMEEN ........................ 4 2.1. Het begrip social gaming ............................................................................................................. 4 2.2. De waarde van in game voorwerpen ............................................................................................ 4 2.3. In game voorwerpen in het kader van de Kansspelwet ................................................................ 6 3. LOOT BOXES ........................................................................................................................... 7 3.1. Strategie van ontwikkelaars .........................................................................................................
    [Show full text]