
doi: 10.7146/au.585
In this monograph I explore the subject of 'Ludomania' by asking, with Ian Hacking in mind: what makes it possible in contemporary Danish consumer society to become a 'ludomaniac'? The thesis is an anthropological account of the embodied experience of machine gambling - currently believed to be the most addictive gambling product on the market - in residential areas in subarban Århus, Denmark. I present ethnographic descriptions, which show that the attraction towards gamling halls is in more than one way an adaption to to a particular situation in a human's life in western consumer society. In my analysis I firstly argue that one of the conditions for the reproduction of 'ludomania' is the experience of the gambling hall as a lived-in-invironment, where the material environment is humanised as a liminal and intersubjective place and process. Secondly I argue that the easy access to chance adventures with gambling machines generates a perecption of opportunity of financial gain and dreams of hope about a better future on the part of the person participatinng in the game. I also discuss chance adventures in the gambling hall as an existential striving for personal autonomy and human community in a context of relative poverty, lack of opportunity and stresses of work and familiy life. Thirdly I argue that the 'ludomania' category os reproduced interactively as a specific disease category with stigmatizing effects. Furthermore I explore the process that may lead to an over involvment in gambling with gambling machines with self-destructive repercussions.
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