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PROGRAMME

The Gam(bl)ing: Commodification of Leisure in the Digital Era symposium aimed to explore gam(bl)ing and its implications in our digital and densely connected age.

To initiate conversation around the following questions:

  1. How do the blurred boundaries between the online and offline worlds affect gam(bl)ing consumption and practices?
  2. How does engagement with sophisticated technologies and platforms shape our relationship to gam(bl)ing activities?
  3. What are the effects of the new technologies and their hyperconnectivity on research, prevention, and treatment? What opportunities and constraints do they pose for scientific research?

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