ArticlePDF Available

Gaming lounges in India afford socially productive gambling: The moral economy and foundations of play in Udaipur, Rajasthan

Authors:

Abstract

We use ethnographic observations, interviews, and surveys to illuminate video game‐related gambling in India, where players use as currency decorative in‐game weapon covers referred to as skins . We focus on gaming and gambling related to virtual items acquired in the popular shooter game Counter‐Strike: Global Offensive , and our study unfolds among young adults who play in face‐to‐face centers called gaming lounges or zones . We consider how networks of video game players, themselves influenced by familial and societal demands, form moral economies that regulate why video game items are exchanged and how they are evaluated. Further, we use moral foundations theory to clarify ethical plurality in these settings, with tensions between moral demands shaping how and whether skins exchanges are judged to be socially productive or harmful. We show how gaming lounge owners’ personal values, some religiously informed, render emerging adults who play in these settings less at risk of excessive gambling, which is not tolerated either within close‐knit gaming groups or broader society. Overall, our analysis points to the utility of bringing into dialogue moral economy and moral foundations perspectives to uncover the cultural meanings of linked gaming and gambling in this context.
Received: 16 January 2024 Accepted: 26 July 2024
DOI: 10.1111/etho.12443
ORIGINAL ARTICLE
Gaming lounges in India afford socially productive
gambling: The moral economy and foundations of
play in Udaipur, Rajasthan
Jeffrey G. Snodgrass1Michael G. Lacy2Evan Polzer3
Chakrapani Upadhyay4
1Department of Anthropology and Geography,
Colorado State University, Fort Collins, Colorado,
USA
2Department of Sociology, Colorado State
University, Fort Collins, Colorado, USA
3Department of Veterans Affairs, Rocky Mountain
Mental Illness Research, Education and Clinical
Center for Suicide Prevention, Aurora, Colorado,
USA
4Department of Sociology, S.M.B. Government P.G.
College, Nathdwara, Rajasthan, India
Correspondence
Jeffrey G. Snodgrass, Anthropology and Geography,
Colorado State University, Fort Collins, CO, USA.
Email: jeffrey.snodgrass@colostate.edu
Funding information
U.S. National Science Foundation, Division of
Behavioral and Cognitive Sciences, Grant/Award
Number: 1600448
Abstract
We use ethnographic observations, interviews, and surveys
to illuminate video game-related gambling in India, where
players use as currency decorative in-game weapon covers
referred to as skins. We focus on gaming and gambling related
to virtual items acquired in the popular shooter game Counter-
Strike: Global Offensive, and our study unfolds among young
adults who play in face-to-face centers called gaming lounges
or zones. We consider how networks of video game play-
ers, themselves influenced by familial and societal demands,
form moral economies that regulate why video game items
are exchanged and how they are evaluated. Further, we use
moral foundations theory to clarify ethical plurality in these
settings, with tensions between moral demands shaping how
and whether skins exchanges are judged to be socially pro-
ductive or harmful. We show how gaming lounge owners’
personal values, some religiously informed, render emerging
adults who play in these settings less at risk of excessive gam-
bling, which is not tolerated either within close-knit gaming
groups or broader society. Overall, our analysis points to the
utility of bringing into dialogue moral economy and moral
foundations perspectives to uncover the cultural meanings of
linked gaming and gambling in this context.
KEYWORDS
gambling, India, morality, online computer games, play, social norms
This is an open access article under the terms of the Creative Commons Attribution License, which permits use, distribution and reproduction in any
medium, provided the original work is properly cited.
© 2024 The Author(s). Ethos published by Wiley Periodicals LLC on behalf of American Anthropological Association.
Ethos. 2024;1–20. wileyonlinelibrary.com/journal/etho 1
2ETHOS
INTRODUCTION
The rising popularity of competitive video game play (hereafter “esports”) has been accompanied by rapid
growth in gambling (Hardenstein, 2017). In popular video games such as the first-person shooter Counter-
Strike: Global Offensive (CS:GO) (Valve, 2012), this has involved players pursuing decorative in-game weapon
covers referred to as skins (Ståhl & Rusk, 2020) (see Figure 1). Ownership of these digital objects can be
transferred temporarily or permanently, and so skins can be wagered on CS:GO matches and in games
of chance on third-party gambling sites not officially affiliated with esports leagues nor sanctioned by
the developers of CS:GO (Macey & Hamari, 2018). Such activities have led researchers to investigate
conjoined gaming and gambling such as found in CS:GO as a possible public health concern, with some
framing it as a new behavioral addiction (González-Cabrera et al., 2022; King & Delfabbro, 2020).
In the current article, we engage such concerns by considering the role of sociocultural context in shap-
ing video game-related exchanges such as gambling among emerging adults (ages 18–25) in Udaipur,
Rajasthan, India. The young adults who feature in our study use as a gambling currency decorative weapon
skins from CS:GO, a popular game in these settings. We present ethnographic findings—observations,
interviews, and surveys—conducted in three face-to-face centers referred to as gaming lounges or zones
(Figure 2). We use the notion of moral economies (Palomera & Vetta, 2016) to explore how exchanges such as
these can be embedded within social relationships that lead such transactions to be ethically evaluated as
socially productive or harmful. We employ moral foundations theory (Graham et al., 2013) to help clarify the
more specific meanings of “moral” in particular moral economies, highlighting the ethically plural manner
that skins exchanges are framed and experienced in these settings.
Our analysis entails examining how friendships among players—and thus ethical concerns with fair-
ness and cheating and loyalty and betrayal, important domains within moral foundations theory (see
also Mains, 2013; Zuckerman, 2020)—might help to regulate gambling behavior in close-knit gaming
groups. Nonetheless, those gaming friendships do still encourage players to engage in some degree of
skins exchange and gambling, which in this Udaipur context are fraught with moral risk. This leads us to
further investigate whether relationships formed in gaming groups might be perceived to subvert broader
societal goals related to education, marriage, and work—with authority and subversion another ethical
FIGURE 1 Monetary value of CS:GO skins, based on “Factory New” rarity (the highest in-game rarity and most sought after),
reading from top-left to bottom-right: $1078, $1807, $1372, $1462. These skins represent some of the most expensive found in
game, due to their aesthetics, utilization in game, and use by professional players. Many of the more accessible “high tier” skins range
in price from $250 to $500 USD. Data gathered from CSGOStash.com, which aggregates market pricing from a number of sources.
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 3
FIGURE 2 An Udaipuri gaming zone or lounge.
domain within moral foundations theory—thus creating for young adult gamers difficult to resolve social
and ethical conflicts. The details of our study context led us to consider how local networks of video game
players might form moral economies, that is, normatively regulated exchange relations. We expected those
networks of exchange in turn to exist within a greater Udaipuri moral economy, which could help regulate
the trade of CS:GO skins, as well as the extent that such activity was experienced as socially productive or
disruptive. We pay particular attention to how gaming zone owners’ personal values, shaped by ethical and
religious norms, can influence skins transactions in these settings. Overall, we aimed to develop an ana-
lytical framework that illuminates the social negotiations and moral ambiguities characteristic of certain
forms of play, with our analysis clarifying dynamics of linked gaming and gambling in Udaipur and having
broader utility as well.
We begin by introducing research on gaming, gambling, and morality that informs our approach. This
is followed by, first, a presentation of our research questions and, second, a fuller description of the setting
and methods of our study. After presenting our findings, we discuss the moral economy and foundations
of play in this setting, with implications beyond the empirical case presented here.
GAMING, GAMBLING, AND MORALITY
The social and moral lives of gamers
Online games can be experienced as highly social places where players build friendships and relieve felt
isolation (Schiano et al., 2014). Many players find in online games opportunities to build and develop
social relationships that bridge them to new ties that help them practically in their lives (Huvila et al., 2010;
Trepte et al., 2012). Others more deeply bond to fellow players who share their passions (Nardi & Harris,
2006;Taylor,2009). Players often join online gaming groups like guilds or clans—the latter term used in
CS:GO, the focus of the current article—whose explicit purpose is to coordinate joint gaming actions,
but that also provide meaningful social contact (Chen, 2012; Nardi, 2010; Snodgrass et al., 2016;Taylor,
2012). In certain parts of the world like Asia, players frequently game together in face-to-face internet
cafes (Chee, 2006; Nardi, 2010). These online and offline gaming groups and places can be experienced as
socially meaningful “third places” between the first space of home and the second of work, like the pubs
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
4ETHOS
and coffeehouses that preceded them (Steinkuehler & Williams, 2006). And those gaming groups and
places can be important sources of belonging, meaning, and “gamer” identity that can positively impact
well-being, including that of minority-status gamers (Gray, 2018;Kaye,2019; Mandryk et al., 2020; Ruberg
& Phillips, 2018; Snodgrass et al., 2021).
As social spaces, games provide players opportunities not only to enjoy themselves but also to act
in concert with others in ways that are judged to be desirable, right, worthy of pursuit, and thus moral
(Hornbeck, 2016). In some cases, gaming guild leaders aim to instill in their members explicit virtues such
as respect for others, tolerance for diversity, and doing good in the world (Snodgrass et al., 2017). In such
cases, guild leaders can be celebrated not only for their gaming skill but also for their personal values
and leadership, with some becoming akin to role models and even ethical guides who steer their group
members’ behaviors both inside and outside the game (Snodgrass, 2023). Such gaming groups can develop
informal and formal rules and governance systems for regulating members’ behaviors in accordance with
shared norms and values, with sometimes well-defined sanctions for punishing inappropriate and even
unethical play (Lisk et al., 2012; Warmelink, 2014).
In contrast to the morally integrative aspects of gaming stands the often morally suspect status of video
game play within larger social contexts. The commitments of gamers to their play and to their groups can
conflict with conventional social and familial responsibilities and thus be categorized with other substances
and behaviors as dangerously “addictive” (Deleuze et al., 2018). An example is the way that video game
play in China has come to be associated by the public with moral vices like the consumption of opium
in earlier historical periods (Golub & Lingley, 2008; Szablewicz, 2010). These societal perceptions can be
magnified by gamers’ long hours and passion for their play that implicitly—and sometimes explicitly—
subvert mainstream values associated with education, work, and the meaning of success (Snodgrass et al.,
2014; Stromberg, 2009). Scholars have remarked how such perceptions can take the form of moral panics,
with video game “addiction” becoming the target of campaigns aimed at regulating what appears to be a
health hazard and moral vice impacting young people (Bean et al., 2017). In such cases, video game players,
including those in India, can experience conflict between commitments to their play and to their gaming
groups, on the one hand, and to their families and larger society, on the other, which can create troubling
cognitive and emotional dissonance that is difficult to resolve (Snodgrass et al., 2021).
Socially productive and morally suspect gambling
Like video game play, gambling can also be viewed as socially integrative, not just a source of conflict.
In Geertz’s well-known interpretation of Balinese ritualized gambling on cockfights, anthropologists and
the Balinese themselves can read gambling as a text—that is, as a publicly viewable set of symbols and
practices, which, when performed, became an identity story the Balinese told themselves and others about
themselves (Geertz, 2005). The Balinese most fervently bet on roosters that represented their own vil-
lage or some other locally important social grouping such as lineage groups or irrigation societies. To do
otherwise, the Balinese would preface those bets, often small side wagers, with “I’m sorry.” For Geertz, rit-
ualized gambling in this context did not primarily concern only personal matters, nor was it typically about
winning money. Rather, betting on cockfights provided the Balinese with opportunities to display their
social identities and ethical commitments, with the roosters being symbolic vehicles of those identities and
commitments. Geertz thus showed how local norms regulated how Balinese wagered on cockfights, and
how potentially transgressive behavior (like gambling) could instead work to reproduce social relationships
and hierarchies.
This conjunction of social and moral concerns in the context of gambling is common around the world,
with gambling profitably understood as an exchange system embedded in broader social reciprocal orders
(Binde, 2005). As socially embedded, gambling is ethically evaluated according to the dominant modes of
exchange and accompanying ethos (Binde, 2005): where sharing and altruism are widespread, gambling
can be judged as antisocial theft, even when all parties enter freely into the wagers; where feuding and
appropriation of others’ resources are common, gambling can be valued as a symbolic contest congruent
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 5
with broader social aims and themes; and in market and consumer societies, gambling is regulated as a
commodity in ways that minimize its moral stigma and despite the potential for harm make it broadly
acceptable (in regard to the final example, see also Schüll, 2012).
In India, gambling receives various moral evaluations, either as potentially socially productive (and thus
ethically good) or as threatening to erode social commitments and responsibilities (and thus a vice) (Bene-
gal, 2013). On the socially productive side, Indians can view betting as helping to reaffirm conventional
familial and other relationships, with games of chance featuring in Hindu religious texts like the Rig Veda
and Mahabharata (Benegal, 2013, 2063) and being common but not condemned during Hindu religious hol-
idays like Diwali, as long as it remains confined to exchanges among close friends and family (Puri, 2013,
7475). Likewise, ethnography has shown how informal loans of cash between gamblers at a New Delhi
racetrack, alongside other shared activities, can help produce meaningful friendships based on mutual
pleasure, trust, and interdependence (Puri, 2016). Such activities can even be the source of alternate
social identities beyond more conventional Indian ones based on family, religion, and social class (Puri,
2013). Nonetheless, youth gambling in India can be seen to erode more conventional social and familial
responsibilities and thus can get classified with other moral vices (Bhakta, 2017, 131). Religious norms and
references to religious purity can place important checks on gambling behavior, as for example, when a
Sikh individual in one study of gambling responds to a question about Sikhism, drinking, and gambling at
the forementioned Delhi racetrack with, “I am sorry. I prefer not to talk about God when I drink. When I
talk about God I want to be pure” (Puri, 2013, 75).
RESEARCH APPROACH AND QUESTIONS: THE MORAL ECONOMY
AND FOUNDATIONS OF SKINS EXCHANGES
Our study of CS:GO skins exchanges is based on the prior research just described, and particularly on
earlier studies of the moral evaluation of gaming and gambling. We focus on how cultural values about
what is morally desirable, right, and worthy of pursuit might influence judgments of such activities in these
Udaipuri settings. We treat as potential moral economies (Palomera & Vetta, 2016) the gaming zones fea-
tured in our study, with us anticipating that each of those places would have a distinct ethical culture that
could influence how individuals evaluated skins exchanges in those settings (Zuckerman, 2020). We also
consider how gaming zones are in turn situated in Udaipur’s larger moral economy, with synergies and
conflicts between different exchange systems potentially shaping emerging adults’ gaming and gambling
experiences in these contexts. In employing the term moral economy, we highlight how economic exchanges
(like CS:GO skins transactions) can be embedded within mutual social obligations that emerge when peo-
ple transact with each other over time (Carrier, 2018). We anticipate it is the upholding or breaking of
social obligations—among friends who play together, but also among gamers and their families—that can
produce the distinctive pleasure and pain of gaming and gambling in this context.
We also examine how these exchange patterns might vary across the three gaming zones featured in our
study, due in part to differing normative standards and social relationships characteristic of each lounge.
To describe the ethically plural manner that skins exchanges can be evaluated in Udaipur, we turn to moral
foundations theory (Shweder & Haidt, 1993). This perspective has roots in classic psychological anthropo-
logical and cultural psychological research, specifically Shweder’s “three ethics” approach to moral thought
and behavior and Fiske’s “relational models” theory (Rai & Fiske, 2011; Shweder et al., 1997). We ground
our analysis on key moral domains identified within this tradition as prevailing widely across cultures,
including fairness/cheating, loyalty/betrayal, authority/subversion, care/harm, and sanctity/degradation
(Graham et al., 2013; Haidt & Joseph, 2007). Similar to Puri’s ethnography at the Delhi racetrack, we
anticipate that CS:GO skins exchanges might help our respondents create socially meaningful friendships
based on trust, with moral concerns with fairness/cheating and loyalty/betrayal featuring prominently in
those transactions. Nonetheless, those gaming friendships do encourage the morally fraught behavior of
gambling, which can conflict with other Udaipuri norms and values. Based on other themes revealed by
prior research on gaming and gambling, we thus also investigate in this context how authority/subversion
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
6ETHOS
might figure in the lives of young Indian males on the verge of adulthood, with excessive gaming and
gambling potentially subverting normative expectations related to gamers’ impending arranged marriages,
careers, and ability to meet family and community expectations. Further, we consider how gaming lounge
owners might provide moral care to their young adult customers, restraining them from harmful and exces-
sive gambling, which, as the earlier literature on gambling in India suggests, could include in this context
references to religious sanctity and bodily purity.
This focus and perspective led us to pose the following research questions:
RQ1. Are CS:GO skins exchanges framed and experienced as moral, given what studies of gaming and
gambling in India and elsewhere suggest?
RQ2. How and to what extent do skins transactions show moral economic features, that is, the embedding
of exchange within normative social obligations?
RQ3. How do specific concerns identified in moral foundations theory—fairness, loyalty, authority,
care, and sanctity—shape behaviors and experiences associated with CS:GO exchanges such as
gambling?
RQ4. To what extent do conflicts between friendship as opposed to respect for parental and societal
authority shape whether transactions in these contexts are experienced as pleasurable and even
virtuous as opposed to socially problematic?
Setting: Gambling for CS:GO skins in Udaipur
Located in the southern part of the Indian state of Rajasthan, the city of Udaipur is the administrative head-
quarters of the district. Udaipur’s population was just over 450,000 people at the time of the 2011 census, 5
years before the beginning of our study (Chandramouli & General, 2011). Many of Udaipur’s young adult
gamers were university students and thus in their early 20s. At this age, our respondents lived with their
families. Most of these Udaipuri young adults would soon have their marriages arranged by their parents,
and as such demonstrating the ability to earn a living and thus land a suitable spouse, partially premised on
their school performance, was a pressure keenly felt. Of note, women and girls did not frequent Udaipur’s
gaming zones. Within this patriarchal setting, this would have been perceived as shameful behavior—given
the opportunities to interact closely with members of the opposite sex—that risked compromising their
marriage prospects. It was of course possible for players to interact with members of the opposite sex in
networked play, or to not even know the gender of players one interacted with. Nonetheless, we did not
witness such cross-gender interactions, and players’ inevitable default assumption (surely wrong in many
cases when opponents were online unknown others) was that other players in the game were men.
Young people in Udaipur play casual games on cellphones and other mobile devices. However, striving
to be “true” or “real” gamers, the individuals featuring in our study also played more “serious” and “hard-
core” games (their words), such as Counter Strike: Global Offensive (CS:GO). CS:GO is a multiplayer
first-person shooter where teams of players compete against each other as either terrorists or counter-
terrorists, each team striving to accomplish a set objective, such as planting a bomb at a target site or
rescuing hostages. The popularity of this game in these lounges was unsurprising given that CS:GO has
long been a premier esport (alongside other popular games, like League of Legends and DOTA), with global
tournaments featuring the game’s best players oftentimes being broadcast globally to millions of viewers.
Playing CS:GO at a competitive level required a high level of commitment, and there were only about 50
such players of CS:GO in the entire city of Udaipur, most of whom we knew personally.
Playing CS:GO competitively required not only a stable broadband connection but also expensive com-
puter equipment. This meant that our respondents, though typically middle-class and up and often having
their own home computers, played CS:GO in gaming zones, where both the computers and the network
were superior. In this context, being middle-class meant that these players’ parents typically worked in
business, education, or for the government, and their families generally had high disposable income to
support leisure activities like gaming. Gaming zones typically charged between 20 and 30 rupees per hour
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 7
(less than half a US dollar), with reduced prices offered to regular customers. In the zones, players would
connect to others via Steam, a video game support service owned by Valve, the developer and distributor
of CS:GO.
The young men who feature in this study, like CS:GO players around the world, gamble on the internet
using rare virtual decorative covers for digital weapons that are colloquially called skins. Skins are valued
cosmetic items that change the appearance of CS:GO weapons from their typical finished gunmetal or
polished steel into more elaborate decorative designs, which feature dragons, flames, calligraphy, and intri-
cately detailed scenery (again, see Figure 1). Certain rare CS:GO skins used by prominent esports athletes
fetched high prices in the marketplace in the 100s or even 1000s of US dollars and, as prestige mark-
ers, were highly sought after by local gamers, leading some into risky gambling to obtain them. At the
time of our research, CS:GO gambling was a billion-dollar global industry, with some players wagering
thousands of US dollars on outcomes, which could result in substantial financial and psychosocial stress
(Assael, 2017; Macey & Hamari, 2018; Martinelli, 2017). (We generally reference US dollars in this article
as a benchmark familiar to readers, as often did our respondents when talking to members of our research
team or even among each other, though we sometimes defer to respondents’ explicit reference to round
figures involving Indian rupees.)
CS:GO skins are owned in the sense that players can place them on their weapons, sell them in var-
ious online marketplaces, and trade them. While conventional monetary markets for skins exist such as
the sanctioned Steam Marketplace organized and operated by Valve, these cosmetic items could also be
converted into betting chips on various unsanctioned, third-party internet sites. When a player earned or
unlocked a skin, it was linked to their Steam account and inventory. Third-party sites used Steam’s API
(application programing interface) to communicate between Steam servers (and thus players’ inventories)
and their own, enabling players to move or deposit skins from Steam onto their site. From there, based
on the current market value of the skin, these websites converted that skin into the appropriate amount
of their own site’s currency, which could be gambling chips, US dollars, or some other national or digital
medium of exchange. So, for example, a player might earn in-game a M4 Howl weapon skin (Figure 1)and
then go to a third-party site and link that skin with their Steam account using Steam’s API. The third-party
site would then ask for permission to move the skin to their server. Once moved in this way, the skin
was then held essentially as collateral, and players were given the value of the skin in that site’s preferred
currency or betting chips to use for wagers. Valve, the operator of Steam, has noted that such third-party
use of their API is illegal. Nevertheless, they have been slow pursuing legal action against these sites. Also,
players are aware that third-party sites might not be trustworthy, given that they often shut down unexpect-
edly and sometimes strategically to swindle gamblers of skins inventories and earnings. Thus, some players
avoided these websites altogether and instead exchanged skins personally with each other.
METHODS
From 2016 to 2019, we conducted ethnographic observations and interviews during the summers in
Udaipur. As Snodgrass had worked in this city for decades, and Upadhyay is from Udaipur, we relied
on prior contacts to quickly establish trust and intimacy with the persons and groups of interest to our
study. After visiting cybercafes offering general internet services, we learned that only three gaming cen-
ters catered specifically to CS:GO players. These three zones or lounges and their regular players—typically
12–15 regulars in each zone—became the focus of the study. Snodgrass usually visited one of them during
mornings between 1.5 and 3 h, and another one in the evenings for roughly the same amount of time.
For each visit, he observed gaming zone activities and conversed informally with small groups of zone
customers about what they were doing. These informal group interviews included gaming zone owners,
who, as we will see, developed close relationships with their customers, often framed in a familial idiom as
fraternal or avuncular. Toward the end of the first summer of research, Snodgrass participated in CS:GO
gaming himself. All of this was recorded in shorthand fieldnote jottings, which were expanded evenings
into fuller scenes (Emerson et al., 2011).
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
8ETHOS
Snodgrass often spoke with respondents about their lives outside of gaming, including about the pres-
sures they felt from family and broader society regarding their careers and impending arranged marriages.
He also spoke with others—gaming and internet center owners, parents, and other family members—
about video games and the internet. This broadened our understanding of Rajasthani social norms, as did
our prior research in the area and Upadhyay’s own experiences with arranged marriage.
We also distributed a field questionnaire to collect more systematically demographic information includ-
ing student status, age, SES, and work status. In that survey, we asked players their preferred gaming
zone and about the time they spent each week gaming. Further, we asked respondents to rate from 5 =
Strongly Agree to 1 =Strongly Disagree the extent to which they agreed with the two statements that
they enjoyed gambling for skins and sometimes bet more in skins activity than they could afford and even went into debt
(the latter a proxy for socially problematic gambling, ethnographically derived from our observations and
conversations).
Snodgrass, who is proficient in Hindi, worked with Upadhyay, a native Hindi speaker, to translate the
English language questions into Hindi. Working together in this way as they had in other projects ensured
that survey items connected closely to respondents’ gaming experiences (based on Snodgrass’s extensive
and ongoing fieldwork on this topic) while remaining scrupulously consistent with standard written Hindi
(Upadhyay was newer to gaming research). It was decided to present all survey items in both Hindi and
English, given that respondents’ first language was Hindi (or Rajasthani), though they often preferred to
converse in English, especially about gaming-related matters. We distributed the survey to members of the
three gaming zones where we worked. Coordinating with the zone owners, whom we by then knew well,
we provided each respondent with several hours of free play time as an incentive to complete our survey.
We received 48 responses suitable for analysis, which was close to the entire population of serious CS:GO
players in Udaipur. As we knew each of the survey respondents by name, we were able to connect our
observations and interviews with the questionnaire data, which further enriched our analysis.
RESULTS
Friend networks, social/market value, and CS:GO skins exchanges
The gaming centers that featured in our study were located near high schools and universities, as the bulk
of the CS:GO players were students. During the week, gamer customers frequented zones between day
classes for 2–3 h, or after classes in the late afternoon and early evening, or both. Sundays were a “full rush”
day, with some individuals spending much of their day there. Groups of friends generally coordinated with
each other their visits to their preferred gaming zones. Computers were typically arranged in rows of five,
with rows facing each other.
In a typical CS:GO gameplay session, our respondents would visit the online CS:GO game lobby, where
they would chat and invite friends to play with them in their group, some from their same gaming zone,
others networked online. Players would communicate with others both via text-based and voice chat. A
quick CS:GO match might be over in under 30 min, though more engaging matches lasted between 45 and
60 min, with our respondents taking frequent breaks to smoke, sip chai (tea) and colas, snack, and simply
hang out with friends.
Table 1gives an overview of CS:GO players in our sample, the bulk of them students (83%), with most
in their 20s. The median hours of play was 10–19 h per week, with over a third of respondents reporting
they played 35 h a week or more. Almost 80% of respondents reported themselves as being of middle-
class status. The bulk of our respondents (67%) were currently not employed, and their financial lives were
largely known to and controlled by their parents. However, their parents’ salaries and disposable income
were sufficient to pay the gaming zone fees, which would have seemed exorbitant to members of Udaipur’s
working class.
Per the research questions established above, the moral dimension of game play is central to our interests
here, and trust and friendship are key aspects within that domain. Thus, in one gaming zone discussion,
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 9
TAB LE 1 Univariate distributions of variables.
Variable Response category and percent
Student status (N=48) Student
(83.3%)
Nonstudent
(16.7%)
Age (N=47) 16–19 (36.2%) 20–21 (31.9%) 22–33 (31.9%)
Hours played per week (N=46) 0–9 (21.7%) 10–19 (43.5%) 35–55 (34.8%)
SES (N=47) Middle class
(78.7%)
Wealthy
(21.3%)
Employment (N=48) Not working
(66.7%)
Part-time (12.5%) Full time (20.8%)
“Enjoy gambling on video games”
(N=48)
Strongly agree
(14.6%)
Agree (15.0%) Neutral (12.5%) Disagree
(16.7%)
Strongly disagree
(31.2%)
“Bet more than I can afford on
video games.” (N=48)
Strongly agree
(4.2%)
Agree (20.8%) Neutral (12.5%) Disagree
(29.2%)
Strongly disagree
(33.3%)
Preferred gaming
zone (N=48)
Chill Zone
(27.1%)
Gamers Forever!
(22.9%)
King’s Landing
(39.6%)
Unaffiliated
(10.4%)
we asked gamers if their online and offline CS:GO friends were friends in the same way. One 18-year-old
gamer, Praveer,1told us he had three online friends “I can trust,” one from Sweden, one India, and one
Dubai. By trust and thus by extension friendship, he, and Kshana, who had joined the conversation, meant
something specific: “They will not cheat us.” Praveer had met these online friends first as opponents. He
thought they played well, started chatting with them, found they had much in common, and so added them
to his Steam friends list. He told us he knew some about their lives outside the game and that “they feel
like real friends,” again emphasizing, “because I can trust them.”
Sharing of CS:GO’s decorative weapon skins formed one standard of value by which trust and friend-
ship could be assessed. Recall that these skins could be digitally transferred to other players, and so
Udaipur’s gamers often lent others their favorite weapon skins for matches. However, sometimes a “fake
friend” (their term) might cheat and keep the skin after the match, something a “real” friend (again,
our respondents’ phrasing) would not do. So, Udaipur’s players only loaned skins to “good” trustwor-
thy friends. Skin loans were used to test an unknown friendship, and the large monetary value of certain
skins made them particularly effective measures of “true” and not easily feigned friendship. Players with
good skin inventories might lend some to others, to see if they returned them. Praveer described how an
online friend once lent him a knife skin worth $400, one Praveer had coveted in the skins marketplace.
Praveer returned it because they were good friends. By contrast, he had cheated another Chinese player of
skins, pretending to be his friend, so that he could get his skin.
Skins were important to Udaipur’s players, though they were purely aesthetic and added no functional
advantage to game play. Our respondents sometimes posted screenshots on Steam of their favorite skins.
During gameplay, players could see and sometimes use other players’ weapons (say, after killing their
avatars in the game). This could instill desire for certain skins, with the desirability of many popular and
highly sought-after skins being driven by their use by prominent esports athletes and personalities. Like-
wise, when defeated by an opponent, messages with the player’s and skin’s names and images flashed on
one’s screen: “Rampager7 killed you with AK47 Candy Apple,” for example, which might also instill desire
for a particularly attractive skin.
Udaipur’s gamers often spoke about expensive skins. One respondent, Prakash, spoke of a pistol skin
he wanted that was worth $600, with other skins worth up to $13,000. He showed us a pistol skin he had
worth $283, another knife skin valued at $1100, and numerous other personal “favorites” (his term) valued
at $20, $100, and so forth, substantial sums for these Indian students.
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
10 ETHOS
Most CS:GO players bought, sold, traded, and wagered skins, each of which had a monetary dollar
value provided by the Steam Marketplace system, which compiled data on all transactions posted on their
digital trading hub. Our respondents often tried to upgrade their collection. Praveer told us, for example,
“I don’t have so many skins now. I had some, but I lost them gambling. Now the gambling sites I knew
are closed [where CS:GO skins could be digitally stored and wagered], so I can’t win them back.” Another
respondent, Suresh, told us he once had $1000 worth of weapons skins, which he sold for half of that,
$500, cashing that out of the game via a PayPal wallet.
Udaipur’s CS:GO players pursued skins by numerous strategies. Most typically, players earned chests in
the game (referred to as crates), which they could open with the purchase of a key (roughly $2.50 at the
time of our research). This process functioned like a casino slot machine, with players shown a spinning
wheel displaying all possible skins to be received from opening this chest. The most common rewards were
at or below the cost of a key, but the opportunity to take home, for example, a $200 combat knife skin,
was always there. Players traded skins with each other through Steam, seeking an advantageous upgrade,
by reviewing Steam’s auction house (or “Marketplace”) and tracking prices attentively. While the skins
themselves could be digitally exchanged within Steam, the monetary transactions happened in person, or
via PayPal and Airtel accounts. Aftab, the owner of one of the three gaming zones studied here, compared
these skins markets to a game of chicken: “Whoever goes first [i.e., provides the skin or the cash based on
the agreed upon price] often loses.” That is, the other party often doesn’t deliver as promised, and instead
keeps the skin, and in fact one Udaipuri gamer bragged about cheating a Chinese player, who was quitting
CS:GO and wanted to sell his skins: “I said I’d pay him $100, and then didn’t.”2
Our respondents also wagered skins on matches, either their own or those they watched as spectators.
In these cases, bettors first deposited skins or money in third party internet accounts, with winnings dis-
tributed according to matches’ outcomes and odds. Suresh told us at one point he won $500 in skins this
way, which he later sold another player for $350. Good players often bet on themselves during matches,
and some players threw matches, so that they could get better odds on a match wager. Gambling also
occurred through third-party sites, where Udaipuri gamers we knew gambled against others in more com-
plicated ways with skins used as currency. After accruing a valued inventory of skins through gambling,
players might decide to cash out their winnings in the form of skins or digital currency, but players might
return to find these venues closed, preventing them from obtaining their stored winnings.
Some of our respondents had substantial skins inventories, some worth hundreds of dollars, though
typical players we knew had only a few moderately rare skins worth perhaps $20. The parents of one gamer
we knew seized his computer because they caught him gambling again after they told him to stop. We heard
of another gamer who amassed a debt of 40,000 rupees ($570) through problem gambling, for example,
taking out monetary and skin loans from others, which were never paid back or returned. But we did not
hear first-hand of any other similar problems within the Udaipur CS:GO gaming community. Though
skins were admired and coveted, gambling beyond one’s means was deprecated by our respondents. And
gambling for large sums was not generally tolerated in the zones we frequented. Gamers and zone owners
alike knew that problem gambling put them at odds with their families and society more broadly, potentially
jeopardizing their future careers and marriages and, in lounge owners’ cases, their businesses. The latter
was the case because illicit gambling, if it came to the attention of the community and the authorities,
might result in a gaming establishment being shut down. However, the three zones varied in the salience
and enforcement of these generally shared norms, a topic to which we now turn in the next section.
Before turning to variation in relation to gambling across the three gaming zones featured in our study,
note first in Table 1how, considering our sample as a whole, our respondents’ reports of enjoying gam-
bling showed substantial variation: almost half reported “Disagree” or “Strongly Disagree” to that survey
item about enjoying skins gambling. Responses of betting more than one could afford (and thus socially
problematic gambling) showed somewhat less variation, with over 60% responding in the disagree cate-
gories. This was consistent with our expectations based on observations and interviews that pleasurable
gambling experiences were more common than problem gambling ones in these contexts, though, at least
based on these survey responses, not by as much as we had anticipated.
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 11
Pleasurable and socially problematic gambling in Udaipur’s three gaming zones
The first gaming center that we studied, The Chill Zone (a pseudonym), was located a few kilometers
from a local university. This zone was started around 2014 by a wealthy merchant in his 60s, Alok, though
now managed by his enterprising son, Navneet, whom we more commonly saw there. The gaming center
was on the second floor, just above a basement dance parlor and main level restaurant, both also owned
by Alok. Originally in the mobile phone business, Alok, who managed the books but told us he didn’t
understand games, was talked into opening the gaming lounge by Navneet, who casually and occasionally
gamed on his phone and his shop’s gaming consoles but was more a businessman than a gamer. Other
family members and servants staffed the lounge’s front desk, registering CS:GO playtimes and selling
refreshments.
Chill Zone provided large-screen televisions for more casual console play of fighting and sports games,
although much of the space focused on a series of 10 networked computers used for more serious games
like CS:GO (Figure 2features this gaming lounge). Chill Zone was open and spacious, and included a large
snooker table at the center of the main room and well-used sofas and chairs for simply “chilling out.” Black
paint dominated the decor, which attempted a cool, youthful, countercultural vibe. The store’s mascot was
a little pug dog named Whiskey.
Like all three lounges, Chill Zone catered to university and college students. Most of the lounge’s
clientele preferred console games like wrestling or soccer, snooker, or just hanging out and smoking and
snacking, rather than serious CS:GO play. Chill Zone thus catered to Udaipur’s more casual gaming crowd,
and the owners, from a merchant caste and not typically present in the shop, conceptualized it as a busi-
ness opportunity rather than a passion project. Chill Zone was one among the family’s various ventures,
which went well beyond this cluster of three establishments. As Alok the owner once stated to us, grinning,
“Their parents have lots of money. They play all day, then take a break, then play some more. It is nothing
for their parents to pay for this. They’re all rich.”
Given the casual nature of CS:GO play at Chill Zone, it wasn’t surprising that we never witnessed nor
heard there about gambling for skins. CS:GO skins were not generally coveted by this lounge’s clientele,
and so gambling for them did not seem to be associated with either their gaming-related pleasure or with
perceived socially problematic play.
For additional perspective on these ethnographic findings, our survey revealed that 27% of our sample
favored gaming in Chill Zone, compared to 23% and 40% for Gamers Forever! and King’s Landing,
respectively, the two other gaming zones to be discussed shortly (as shown at the bottom of Table 1).
And unaffiliated players (who gamed across the various zones) were quite small at only 10% of the sample
(Table 1).
Further, Table 2shows basic associations of the relationship of preferred gaming zone to gambling
enjoyment and socially problematic gambling. There, responses revealed that Chill Zone players typically
strongly disagreed that they enjoyed gambling for skins (69%) and likewise disagreed or strongly disagreed
that they experienced problem gambling of this kind (77% total). Each of these aggregated response
percentages were consistent with our ethnographic observations and interviews that showed little skins
gambling of any kind in this lounge.
The second gaming zone was Gamers Forever! located on the second floor of a concrete building in a
small market on a main E-W traffic artery, heading toward the same university. The owner and founder
of this gaming center was Aftab, a secular Muslim in his early 30s. He says he opened shop around 2013
because he didn’t want a regular job, and games, which hooked him while he was in the city of Pune as a
student, were his passion. “You need to go to big cities like Pune to see real gaming,” he advised us.
Aftab designed the shop with his wife, an architect. He spoke proudly about how Udaipur’s gamers
preferred his zone’s setup, including extra arm-space that reduced gamers bumping each other when play-
ing. Aftab personally assembled all the computers, using parts he bought in Mumbai, substantially cutting
costs. Despite his earlier efforts to jumpstart games like World of Warcraft and League of Legends, his clients
almost exclusively played CS:GO in his shop.
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
12 ETHOS
TAB LE 2 “Enjoy” and “Problems” with gambling, by gambling zone.
“Enjoy gambling on video games”
Strongly
agree Agree Neutral Disagree
Strongly
disagree
Chill Zone
(N=13)
0.0% 23.1% 7.7% 0.0% 69.2%
Gamers Forever!
(N=11)
27.3% 27.3% 18.2% 27.3% 0.0%
King’s Landing
(N=19)
21.0% 21.0% 15.8% 21.0% 21.0%
Unaffiliated
(N=5)
0.0% 40.0% 0.0% 20.0% 40.0%
“Bet more than I can afford on video games.”
Strongly
agree Agree Neutral Disagree
Strongly
disagree
Chill Zone
(N=13)
0.0% 7.7% 15.4% 38.5% 38.5%
Gamers Forever
(N=11)
9.1% 9.1% 18.2% 36.4% 27.7%
King’s Landing
(N=19)
5.3% 26.3% 10.5% 15.8% 42.1%
Unaffiliated
(N=5)
0.0% 60.0% 0.0% 40.0% 0.0%
On first entering Gamers Forever! customers met Aftab at his desk in a small room, where they might
briefly chat, sip tea, power drinks, or colas, and smoke. Aftab sold cold drinks from a small refrigerator
located next to his desk, but more commonly he and his clients ordered tea together, splitting the costs.
Other customers instead directly registered the time in Aftab’s log before heading into a second darkened
room containing 10 computers, which, as in Chill Zone, faced each other in two rows of five. Though dark-
ened to enhance game play, some partially covered windows let in light. The two rooms were connected
by a wall, with a large glass window, so that Aftab (and others) could keep an eye on the gaming action.
Aftab was typically in his shop, though friends often staffed the desk in exchange for play-credit. Some-
times Aftab would have friends over at night to play, but this was informal and limited to close friends and
serious gamers, as the city restricted night businesses. Aftab lived nearby, telling us he wanted to keep this
game center separate from his home, where he and his family resided jointly with his parents.
Aftab identified as a true gamer geek, and his business expressed his love of computers and gaming. He
had attended the same high school (St. Paul’s) as many of his clients and was a good student. The gamers
looked up to Aftab, and he influenced their lives, like a mentor or even big brother, as many told us. What
Aftab most liked about his shop was that “everybody knows everybody,” which he often repeated to us. He
said that his 15 regular customers, young men typically around 18–21 years old, were like “family” to him,
which fitted our perception. When customers paid him for play, they often pooled their money and handed
it to him as a big wad, with Aftab typically not really counting it and rounding down good-naturedly, the
whole thing not feeling like a business transaction.
Further, we learned that in Aftab’s shop gamers risked being banned from playing there if he heard of
them engaging in unscrupulous activity, including skins gambling. Conscious of local social and familial
norms, and attentive to his players’ well-being, he maintained close contact with his young adult clients’
families, helping them manage and control any gaming problems he learned about. In some cases, this
meant limiting their play in his zone, or preventing them from playing or even visiting there. Temporary
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 13
bans might occur during college exam time or until problematic gaming or gambling was addressed. How-
ever, as Aftab himself noted to us, it was difficult for him to limit such gambling, as he was not able to
monitor constantly all his clients’ screens, and players were typically reluctant to report their fellow gamers’
activities of these kinds. Indeed, such close monitoring might have compromised the trust Aftab and other
zone owners had with their customers.
Nonetheless, following this zone’s gaming and gambling norms, established by Aftab and the players
themselves, Gamers Forever! clients typically only gifted or traded skins with each other, as gestures of
friendship. And players there generally wagered only skins they had won themselves in game, did not
purchase many keys to open CS:GO reward chests, and generally kept their wagers small and among
friends, say, to add excitement to a local match. It seemed that gamers who walked that line of gambling
just enough, but not too much, were the most admired in this lounge. Those players were seen as ready to
take risks, which could enhance CS:GO fun. But they also properly controlled their potentially too risky
problematic impulses, and, as such, protected their reputations and pocketbooks alike.
As shown in Table 2, Gamers Forever! respondents were substantially more likely to enjoy gambling for
skins compared to Chill Zone players (55% compared to 23.1%). Likewise, the Gamers Forever! players
reported somewhat more common experiences with socially problematic skins gambling compared to
Chill Zone individuals (18% vs. 8%), due in large part, we think, to the simple fact that Gamers Forever!
individuals engaged in such activity more frequently.
The third gaming lounge, King’s Landing: A Gamer’s Paradise, was also relatively close to the same
university mentioned earlier, but about 10–15 min due south of Chill Zone. The shop was located on a
quiet residential side-street in a neighborhood in an annex to the owner Arjun’s own home, rather than in
a business district. As Arjun noted, location out of sight on a side-street allowed him to profitably open
the shop at night to meet customer demand, but with little risk of harassment from police or others about
transgression of normal business hours. Still, he rarely did this, as he aimed to run a “clean shop,” in his
words. More typically, he opened 9 a.m.–9 p.m.
In his mid to late 30s, Arjun was very much a businessman. He also ran a garment business, but around
2011 he looked to expand, and so he opened a “cybercafe” to provide internet services to his neighbor-
hood. After about a year, the rise of cellphones as the typical access to the internet “killed” this business.
After hearing about online gaming from a friend, he changed over to a gaming zone. Arjun had never
really played video games before opening his lounge, but he now dabbled in them, even getting carried
away and “addicted” in his words to the mobile phone game, Clash of Clans. He also sometimes played
CS:GO passionately and excessively, disregarding his more important familial and business obligations
(his assessment). We witnessed him on several occasions laughing crazily with joy with his customers at a
shared CS:GO match victory.
We often found Arjun, a devout Hindu and Brahmin (i.e., a member of that priestly caste), dressed
in upper-caste starched kurta and pajama garb (loose-fitting traditional cotton garments), working in his
office. His office was fully separated from the gamers, who played in a darkened, windowless second room
with a usually closed and even locked door. In the gaming room, 10 computers in two rows of five faced
each other, but were separated by a space that served as a walkway. The room was almost pitch black, to
enhance play, with only the computer screen glows eerily lighting up players’ faces—“That’s how they like
it,” Arjun told us. As in other zones, gamers here wore headsets, and were unable to hear knocks outside,
only opening after being texted, or when someone left. Arjun had installed a video camera so that he could
see what was going on among the gamers, having needed once to intervene after a fight had erupted over
a match.
Speaking of his clients, typically students and of similar age as players in the other zones, Arjun told us:
“They all know my shop. I never advertise. It’s all word of mouth.” As a forward-thinking businessman
and entrepreneur, Arjun had experimented with sponsoring competitive esports matches. He spoke of the
prizes his teams had won in these tournaments, of 3000 and 5000 rupees, which he divided among the
players, not taking a cut himself, instead viewing these events as publicity for his shop. When he organized
the events himself, he charged entry fees, such as 100 rupees per team or even per player, to recoup
expenses. In the same way he was ready to open his zone for after-hours play if there was demand, he
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
14 ETHOS
knew that his customers were “serious” and “true” gamers. He said 80% of them thought about their
CS:GO rankings, a motivating force for many players around the world, and that they were the “most
serious” gamers in all of Udaipur. “They get really upset about losing, and are hyper-competitive,” he told
us, noting how players from this zone typically won the “friendlies” (matches that did not impact official
CS:GO rankings) with the other lounges, including against Gamers Forever!
Though a businessman, Arjun was a Hindu businessman, and he told us he ran his shop in a “disciplined,
sober manner,” which respected his religion’s traditions. For example, he only offered cold drinks, Amul
and other brand name snacks, and chips in his “clean” or “pure” shop—no meat or alcohol, as might be
the case sometimes in a place like Chill Zone, he said. Gamers had to go outside and stand at a distance if
they wanted to smoke or chew tobacco. He seemed to genuinely care about his customers and thought of
himself in part as their guide. “They have the skills, they just need guidance to succeed,” “also resources,
support, finances, sponsorship,” he told us, all of which he was ready to provide.
Arjun, attentive to business and financial matters, often animatedly discussed CS:GO skins gambling
with us. He didn’t tolerate gambling in his zone, and he described to us banning players from his shop
because of gambling and gaming-related financial problems. (Arjun let his players game on some limited
credit, and some could not pay the bill.) Arjun was attuned to the intolerance for gambling in Udaipuri
culture and, as such, to the fact that allowing it could negatively impact his business—another reason
for him to curtail it. Gambling also went against Arjun’s personal Hindu ethic, which led him to limit
skins-related wagers, especially financially risky ones. And Arjun prided himself on being a good men-
tor, who cared for his clients and wanted to guide them into adulthood, much as Aftab did. But not a
“true” gamer himself, as he told us, and a little older, he was more like an uncle. Arjun’s own momentary
struggles with passionate and even “addictive” play also brought him closer to his clients, as he under-
stood and sympathized with their compulsions, making him active in stemming problematic play and
gambling.
Overall, Arjun maintained an entrepreneurial eye to managing his business, while balancing profit-
seeking with Hindu morality, personal reputation, and devotion to his clients’ development and well-being.
King’s Landing players did gamble (jua khelte) for and with skins, even sometimes excessively, for many of
the same reasons described in relation to Gamers Forever! But Arjun’s presence, along with this zone’s
informal social norms, helped limit that activity, as was the case for Aftab’s lounge.
For additional perspective on ethnographic findings in this third zone, Table 2shows how 42% of
King’s Landing players reported enjoying skins-related video game gambling, higher than that reported by
Chill Zone players (23%) but comparable to Gamers Forever! individuals (55%). Further, King’s Landing
gamers reported the highest rates across these three zones of socially problematic gambling, with 32%
strongly agreeing or agreeing that they sometime bet more than they could afford on video games.
Finally, most of Udaipur’s CS:GO gamers we knew had a preferred lounge where they played, feeling
most comfortable there and rivalrous with other places, and we got to know well the core players in each
location. However, some players migrated to where the best gaming action was to be found in the form
of skilled players, gaming rigs, hourly rates, and competition. These players did not express strong social
allegiances to any given lounge, and thus were less bound by each zone’s social norms.
Table 2shows how such unaffiliated players reported comparable rates of enjoyment of skins gambling
(40%) to the other two zones where that activity was common (55% and 42% in Gamers Forever! and
King’s Landing, respectively, as reported earlier). However, that small sample of five individuals showed
substantially higher rates of socially problematic gambling (60%) as compared to individuals who preferred
to game in specific lounges.
In this section, we’ve presented observational, interview, and survey data to highlight similarities and
differences in skins-related gambling across the three zones featured in this study and among unaffiliated
gamers. Interested readers can consult supporting information (Supplement 1) for a more formal statis-
tical analysis of associations in our survey data between gaming zone affiliation, on the one hand, and
pleasurable and socially problematic video game gambling experiences, on the other.
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 15
DISCUSSION
In this study, we aimed to document if and how activity and experiences linked to skins exchanges were
shaped by morality. In relation to our first research question, RQ1, we found that skins exchanges in
these contexts provided opportunities for young adults to act in ways that were judged to be virtuous and
moral among fellow players, a finding congruent with other studies of gaming and gambling (e.g., Binde,
2005; Hornbeck, 2016; Snodgrass et al., 2017). In skins exchanges, participants in our study felt compelled
to behave fairly and loyally, constrained as they were by friendship norms (Puri, 2016). By respecting
(or at least appearing to respect) societal condemnations of gambling as immoral, our respondents also
protected their reputations and thus their impending marriages and future careers, which was necessary
given Udaipur’s religious and ethical currents (Benegal, 2013;Bhakta,2017; Puri, 2013).
Much of what we observed also confirmed how skins exchanges unfolded in moral economies (Car-
rier, 2018; Palomera & Vetta, 2016; Zuckerman, 2020). This is because CS:GO skins transactions were
grounded in mutual social obligations that emerged when people exchanged valuable objects with each
other over time, thus answering our second research question, RQ2. Exchanges between fellow gamers
were bound by trust built up over time and by emergent ethical codes of fairness and loyalty. It was those
social obligations, embedded within systems of desire and value, that in part produced the distinctive plea-
sures and pains related to skins exchanges. Acquiring a valuable CS:GO skin could increase one’s social
prestige among fellow gamers, but acquiring it in the wrong way might destroy a player’s reputation, or
at least within certain friend groups. But we could also construe as moral economic transactions between
zone owners and their customers, and indeed between owners and larger society and between gamers
and their families. All these relationships represented long histories and networks of exchange over time,
which, resilient in certain ways, fragile in others, could be bolstered or compromised by gaming zone
activities.
Further, moral foundations theory (Graham et al., 2013; Haidt & Joseph, 2007) provided us with a
framework for describing divergent ethical standards for evaluating gambling in these settings. Per our
third research question, RQ3, we learned that Udaipuri gamers mainly exchanged skins with close friends,
or they gambled with them in small stakes ways to enhance their excitement and gaming pleasure. And the
gamers we knew were acutely aware of the need to be both fair in their dealings with other gamers and loyal
especially to players they considered “close” or “real” friends, with fairness and loyalty constituting key
ethical domains in moral foundations theory. Failing to abide by this code, as we saw, could compromise
individuals’ reputations within gaming communities, which parallels ethnographic accounts of gambling
in other Indian contexts (Puri, 2016). In Udaipur at least, then, the pursuit and ownership of skins was
thus commonly integrated in a healthy and socially productive way into local gamers’ friendship networks:
informal loans of skins to other players, for example, were a way to test the strength of games-based
friendships and to further strengthen the “real” ones. And ethical concerns with fairness/cheating and
loyalty/betrayal, two key moral foundations in the literature we cite, helped to constrain unscrupulous—
and excessive—skins gambling (for similar arguments, see Strimling & Frey, 2020).
Central to Udaipuri gamers’ pleasures was also how video game activities ran counter to mainstream
Indian norms, thus involving authority/subversion, another key domain of moral foundations theory (RQ3).
Gamers could behave in lounges in ways not tolerated at home or elsewhere in polite society. As one
lounge owner put it, “Have you heard how they cuss? And celebrate when they win? All the galis [insults],
the shouting. They could never do that at home.” Outside the watchful purview of parents and other
moral guardians, in these boys’ treehouses (Williams et al., 2006), Udaipur’s CS:GO gamers knew they
could “shout abusive language,” we were told, and also scream, fight, curse, be crude, eat and drink what-
ever they wanted, all permissible gaming zone activities. Udaipur’s gaming zones were thus subversive
spaces, where young adults could carve out alternate social identities (Gray, 2018;Kaye,2019; Ruberg
& Phillips, 2018) that in this case challenged mainstream Indian norms concerning proper thought and
behavior, an idea that has also been described elsewhere in India (Puri, 2013). And belonging to a subver-
sive global counterculture was integral to the pleasures experienced by Udaipur’s CS:GO players both in
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
16 ETHOS
their gambling and gaming more generally, illuminating the appeal of these lounges and why players spent
time there (Snodgrass et al., 2021).
Nonetheless, excessive gaming and risky gambling could also compromise young adults’ academic stud-
ies and familial reputations, and thus their marriage prospects and future careers. Both Aftab and Arjun,
the owners of Gamers Forever! and King’s Landing, respectively, were conscious of cultural and religious
norms, as well as the reputations of their establishments, and so monitored and limited activity adverse
to the well-being and growth of their young adult customers. This included curtailing high stakes skins
gambling—risky behavior sometimes engaged in by these two zones’ more “serious” clients—which was
not tolerated. On some level, both Aftab and Arjun served as moral proxies for their customers’ parents
and indeed for mainstream Indian society, in the way they managed what might be considered improper
behaviors. Aftab’s approach to gambling, and ultimately his success in helping his customers self-regulate,
emerged from his own status as a gamer insider. Sharing his younger customers’ aspirations and worldview
made him an effective role model and mentor. Arjun, while not a “true” gamer himself, acted more as a
moral guide, providing a firm and sure hand in helping gamers find balance in life and play. Both Aftab
and Arjun clearly cared for their customers, and, out of a desire to protect both these young men and their
businesses from harm—again, a key moral foundation identified cross-culturally—cultivated an explicit
ethic of care that manifested in their zones’ prohibitions against gambling (RQ3).
We would add that Arjun’s personal commitments emerged from his Hinduism—recall that he belonged
to the Brahmin caste—which was sometimes in tension with both his business interests and indeed his own
“addictive” gaming tendencies. This was apparent in the way, for example, he insisted that his customers
smoke and chew tobacco down the street from his establishment that was also his home. He also did
not allow meat or alcohol at King’s Landing, both of which were tolerated (if in moderation and typically
only after hours) at the other two zones, though he did sell limited amounts of junk food (his phrase)
like chips and sodas. Arjun’s desire to avoid promoting anything that might degrade the sanctity of the
body—an important moral foundation according to the literature we address—helped to further constrain
morally dubious behaviors at King’s Landing. Such moral degradations included excessive gaming and
gambling, which Arjun did not allow, as they were seen as ethically suspect and could compromise both
his customers’ futures and his business (RQ3).
Indeed, it is the tension and ambiguity emerging from these socially and ethically embedded exchanges
that is integral to the pleasures and problems associated with gambling in these contexts. We say this
because transactions that might be seen as moral and virtuous among gamer friends—risky gambling that
nonetheless was constrained by ideas about fairness and loyalty—could be judged immoral in mainstream
society in the way they might compromise one’s future. Likewise, Aftab’s and Arjun’s care for a young
adult gamer by limiting skins activities—morally just action from a certain dominant societal point of
view—could hinder a player’s ability to develop trust with friends by exchanging skins with them. The
gaming friendships featured in this study, then, had their own moral economic logic, as did each lounge
itself and Udaipur as a whole. Nonetheless, diverse moral judgments about gambling in each of those
contexts could not be entirely reconciled with each other. And the pleasures and social risks associated
with gambling in these settings seemed to emerge precisely from that irreconcilability. That is, highly
committed CS:GO gaming and gambling fueled excitement through an ethically grounded alternate sense
of social belonging and friendship, but also risked pushing Udaipur’s gamers to cross moral boundaries that
might compromise their futures. And that moral tension and ambiguity were integral to the simultaneous
pleasures and risks associated with such play activities, thus providing us with an answer to our fourth
research question, RQ4.
Morality in these gaming and gambling contexts, then, was plural rather than singular (Graham et al.,
2013), and thus skins exchanges were fraught with tension and ambiguity. On some level, each of the
moral domains considered in this article helped to constrain gaming and gambling behavior that might
be judged to be socially problematic. Loyalty to fellow gamers prevented unscrupulous skins transactions,
as did respect for social and sacred authorities and local ethics of care. Nonetheless, CS:GO gamers did
encourage each other to acquire and gamble with skins, as ways to demonstrate not only gaming skill and
willingness to take risks but also to show players’ respect for and trust in each other. In this sense, skins
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 17
acquisition and gambling, though typically restrained within CS:GO friendship economies, did neverthe-
less create potential conflicts with other broader Udaipuri moral concerns. In this article, one goal has been
to show how those ethical conflicts played out in this setting, and in the process highlight the necessity for
illuminating such moral plurality to properly understand the behaviors and judgments characteristic of the
nested moral economies that have been the focus of analysis.
In highlighting how moral tension was inherent to skins transactions generally and gambling narrowly
in these contexts, our findings parallel other accounts of friendship and money (Mains, 2013; Zuckerman,
2020). For example, as we described, we encountered cases of Udaipuri gamers trying to cheat other players
in skins exchanges, as when Praveer pretended to be a Chinese gamer’s friend to take advantage of him.
Such a transaction revealed the inherent social and moral tension in such trades: in this case, it was not
yet clear whether the rules of friendship applied, and it was easy enough to shift the register to being an
interaction between strangers, where exchange norms were configured differently (Nardi & Harris, 2006).
Nonetheless, we also present gambling in ways that differ from other accounts focused on the relationship
between social exchange systems and morality, such as Binde (2005). In contrast to that other analysis, we
cannot say that moral economic judgments about transactions related to gambling are determined here by
dominant modes of exchange. Rather, gambling in these contexts involved a difficult balancing of plural
moral concerns, with moral economy and moral foundations theories proving useful to us in identifying
how ethical exchange systems could exist in nested fashion and in tension with each other within a single
society.
CONCLUSION
Certain dimensions of CS:GO global culture—such as the drive to attain rare and exotic gaming items,
invest in lucrative game items marketplaces, and show off expensive and high status goods—encouraged
gamers to engage in skins acquisition and gambling. Nonetheless, socially disruptive behavior in relation
to skins was not generally tolerated in any of the three lounges featured in our study, constrained as such
behaviors were by ethical mandates to remain loyal to gamer friends and to treat them fairly, moralities of
parenting and care, local business practices and pressures, Aftab’s own geek identity, and Hindu religious
norms.
CS:GO skins, then, could be construed as potent public symbols—echoing Geertz’s classic analysis of
Balinese gambling (Geertz, 2005)—that encapsulated and rendered visible a local set of values or ethos.
In this Indian context, that ethos included: gaming skill and commitment, with some skins symbolizing
esports achievement; the thrill and beauty of battle and human contests of skill, accented by decorative
skins; luck and even fate, with some gamers blessed with rare skin drops, or with gambling wins, others
not; friendship and trust, in how expensive skins provided CS:GO players a means to render visible and
thus assess the truth and value of their personal relationships with other gamers; and also ultimately respect
for the broader familial and societal values within which play in CS:GO gaming zones was situated.
Employing moral economy theory directed our attention to the way that skins transactions in these
settings were shaped by ethical concern for the welfare of exchange partners rather than by purely self-
interested instrumental aims (Carrier, 2018; Palomera & Vetta, 2016). Moral foundations theory in turn
prompted us to attend to the way that moral commitments in these contexts might be plural rather than
singular, that is, guided by multiple and even conflicting principles like fairness, loyalty, respect for author-
ity, care, and religious sanctity (Graham et al., 2013). Combining the two theoretical perspectives in the
manner we have allowed us to better explain moral ambiguity and tension surrounding skins exchanges in
these settings, with such transactions being judged at once good and virtuous for some and socially corro-
sive for others. Overall, employing anthropological perspectives, and specifically bringing moral economy
and moral foundations theories together in conversation with each other, we have aimed to clarify how
social and ethical concerns could shape gaming and gambling behavior and experience, a topic of interest
not only to scholars but to the broader public as well.
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
18 ETHOS
ACKNOWLEDGMENTS
We appreciate Colorado State University and its Department of Anthropology and Geography for financial
and other support for this research. We thank the many gamers from India and around the world for their
thoughtful engagement with our research in its various phases. We thank the Dr. Y. S. Jhala family for their
hospitality and support for our research.
CONFLICT OF INTEREST STATEMENT
The authors declare no conflicts of interest.
ORCID
Jeffr ey G. Snodgrass https://orcid.org/0000-0003-2725-8063
ENDNOTES
1We use pseudonyms in all references to gaming zones, owners, and players.
2For example, Players A and B agree to a deal, with Player A trading a skin, and Player B offering, say, $100 for it via PayPal. Player
A can first trade the item to Player B over Steam (with Player B not offering any Steam items in return, which would be the normal
case), with Player B then (hopefully) fulfilling their promise and following up by sending $100 to Player A’s PayPal account. Or,
Player B can start the exchange with the PayPal amount, and Player A can then follow with the Steam trade. What Aftab is referring
to here is the fact that either one of these players can renege on the deal. That is, Player A has sent the trade on Steam, but Player
B can just refuse to send the money via PayPal. The transaction has happened on Steam, Player B has the skin, and they are not
under any obligation to send the money to Player A via PayPal. Or, if Player A receives the money via PayPal first, they can choose
to just not send the skin over Steam. They have the cash and can simply block the player on Steam and PayPal. Steam and PayPal
are two distinct digital systems. As such, players cannot simply go to PayPal and claim that someone scammed them because PayPal
does not control what players do on Steam. Similarly, players cannot go to Steam and raise an issue because trading skins for actual
currency (like US dollars) is against their terms of ser vice. From Steam’s point of view, the player who was cheated had willingly
engaged in a skins trade (though as noted they did not get a skin in return as they wanted cash), and so Steam will not force the
recipient to return the skin.
REFERENCES
Assael, Shaun. 2017. “How Counter-Strike Spawned a $5 Billion Gambling Market You’ve Never Heard Of.” ESPN.com. 2017.
http://www.espn.com/espn/feature/story/_/id/18510975/how-counter-strike-turned-teenager- compulsive-gambler.
Bean, Anthony M., Rune K. L. Nielsen, Antonius J. Van Rooij, and Christopher J. Ferguson. 2017. “Video Game Addiction: The
Push to Pathologize Video Games.” Professional Psychology: Research and Practice 48(5): 378.
Benegal, Vivek. 2013. “Gambling Experiences, Problems and Policy in India: A Historical Analysis.” Addiction 108(12): 2062–67.
Bhakta, Deb Kumar. 2017. “Degradation of Moral Values Among Young Generation: A Contemporary Issue in India.” Inter national
Research Journal of Interdisciplinary & Multidisciplinary Studies (IRJIMS) 7969(128): 128–33.
Binde, Per. 2005. “Gambling, Exchange Systems, and Moralities.” Journal of Gambling Studies 21:445–79.
Carrier, James G. 2018. “Moral Economy: What’s in a Name.” Anthropological Theory 18(1): 18–35.
Chandramouli, C., and Registrar General. 2011. “Census of India.” Rural Urban Distribution of Population, Provisional Population Total.
New Delhi: Office of the Registrar General and Census Commissioner, India.
Chee, Florence. 2006. “The Games We Play Online and Offline: Making Wang-Tta in Korea.” Popular Communication 4(3): 225–39.
Chen, Mark G. 2012. Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft. New York, NY: Peter Lang.
Deleuze, Jory, Jiang Long, Tie-Qiao Liu, Pierre Maurage, and Joël Billieux. 2018. “Passion or Addiction? Correlates of Healthy Versus
Problematic Use of Videogames in a Sample of French-Speaking Regular Players.” Addictive Behaviors 82: 114–21.
Emerson, Robert M., Rachel I. Fretz, and Linda L. Shaw. 2011. Writing Ethnographic Fieldnotes. Chicago: University of Chicago Press.
Geertz, Clifford. 2005. “Deep Play: Notes on the Balinese Cockfight.” Daedalus 134(4): 56–86.
Golub, Alex, and Kate Lingley. 2008. “‘Just Like the Qing Empire’ Internet Addiction, MMOGs, and Moral Crisis in Contemporary
China.” Games and Culture 3(1): 59–75.
González-Cabrera, Joaquín, Aránzazu Basterra-González, Irene Montiel, Esther Calvete, Halley M. Pontes, and Juan M.
Machimbarrena. 2022. “Loot Boxes in Spanish Adolescents and Young Adults: Relationship With Internet Gaming Disorder
and Online Gambling Disorder.” Computers in Human Behavior 126:107012.
Graham, Jesse, Jonathan Haidt, Sena Koleva, Matt Motyl, Ravi Iyer, Sean P. Wojcik, and Peter H. Ditto. 2013. “Moral Foundations
Theory: The Pragmatic Validity of Moral Pluralism.” In Advances in Experimental Social Psychology, edited by Patricia Devine, and
Ashby Plant, Vol. 47, 55–130. Burlington: Academic Press. ISBN: 978-0-12-407236-7 .
Gray, Kishonna L. 2018. “Gaming Out Online: Black Lesbian Identity Development and Community Building in Xbox Live.” Journ al
of Lesbian Studies 22(3): 282–96. https://doi.org/10.1080/10894160.2018.1384293.
Haidt, Jonathan, and Craig Joseph. 2007. “The Moral Mind: How Five Sets of Innate Intuitions Guide the Development of Many
Culture-Specific Virtues, and Perhaps Even Modules.” The Innate Mind 3:367–91.
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
THE MORAL ECONOMY AND FOUNDATIONS OF PLAY 19
Hardenstein, Taylor Stanton. 2017. “Skins in the Game: Counter-Strike, Esports, and the Shady World of Online Gambling.” UNLV
Gaming Law Journal 7(2):117–37.
Hornbeck, Ryan G. 2016. “Explaining Time Spent in Multiplayer Online Games: Moral Cognition in Chinese World of Warcraft.”
Games and Culture 11(5): 489–509. https://doi.org/10.1177/1555412015570112.
Huvila, Isto, Kim Holmberg, Stefan Ek, and Gunilla Widén-Wulff. 2010. “Social Capital in Second Life.” Online Information Review
34(2): 295–316.
Kaye, Linda K. 2019. “The Role of Gamer Identity on Digital Gaming Outcomes.” In Design, User Experience, and Usability. Design
Philosophy and Theory, edited by Aaron Marcus and Wentao Wang, 460–65. Cham: Springer International Publishing. Lecture Notes
in Computer Science. https://link.springer.com/chapter/10.1007/978-3-030- 23570-3_34.
King, Daniel L., and Paul H. Delfabbro. 2020. “The Convergence of Gambling and Monetised Gaming Activities.” Current Opinion
in Behavioral Sciences 31:32–36.
Lisk, Timothy C., Ugur T. Kaplancali, and Ronald E. Riggio. 2012. “Leadership in Multiplayer Online Gaming Environments.”
Simulation & Gaming 43(1): 133–49.
Macey, Joseph, and Juho Hamari. 2018. “eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour
Associated With Emergent Forms of Gambling.” New Media & Society 21: 20–41.
Mains, Daniel. 2013. “Friends and Money: Balancing Affection and Reciprocity Among Young Men in Urban Ethiopia.” American
Ethnologist 40(2): 335–46. https://doi.org/10.1111/amet.12025.
Mandryk, Regan L., Julian Frommel, Ashley Armstrong, and Daniel Johnson. 2020. “How Passion for Playing World of Warcraft
Predicts In-Game Social Capital, Loneliness, and Wellbeing.” Frontiers in Psychology 11: 575935.
Martinelli, Desirée. 2017. “Skin Gambling: Have We Found the Millennial Goldmine or Imminent Trouble?” Gaming Law Review
21(8): 557–65.
Nardi, Bonnie. 2010. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. Ann Arbor: University of Michigan
Press.
Nardi, Bonnie, and Justin Harris. 2006. “Strangers and Friends: Collaborative Play in World of Warcraft.” In Proceedings of the 2006
20th Anniversary Conference on Computer Supported Cooperative Work, edited by Pamela Hinds and David Martin, 149–58, New York:
ACM.
Palomera, Jaime, and Theodora Vetta. 2016. “Moral Economy: Rethinking a Radical Concept.” Anthropological Theory 16(4): 413–32.
Puri, Stine Simonsen. 2013. “‘Gambling Is Gambling’: Creating Decontextualized Space at an Indian Racecourse.” In A Comparative
Ethnography of Alternative Spaces, edited by Jens Dahl and Esther Fihl, 65–83. Dordrecht: Springer.
Puri, Stine Simonsen. 2016. “Relationships of Chance: Friendships in a Gambling Setting of Urban India.” South Asia: Journal of South
Asian Studies 39(1): 109–25.
Rai, Tage Shakti, and Alan Page Fiske. 2011. “Moral Psychology Is Relationship Regulation: Moral Motives for Unity, Hierarchy,
Equality, and Proportionality.” Psychological Review 118(1): 57–75. https://doi.org/10.1037/a0021867.
Ruberg, Bonnie, and Amanda Phillips. 2018. “Not Gay as in Happy: Queer Resistance and Video Games (Introduction).” Game
Studies 18(3). https://gamestudies.org/1803/articles/phillips_ruberg.
Schiano, Diane J., Bonnie Nardi, Thomas Debeauvais, Nicolas Ducheneaut, and Nicholas Yee. 2014. “The ‘Lonely Gamer’
Revisited. Entertainment Computing 5(1): 65–70.
Schüll, Natasha Dow. 2012. Addiction by Design: Machine Gambling in Las Vegas. Princeton, NJ: Princeton University Press.
Shweder, Richard A., and Jonathan Haidt. 1993. “The Future of Moral Psychology: Truth, Intuition, and the Pluralist Way.”
Psychological Science 4(6): 360–65.
Shweder, Richard A., Nancy C. Much, Manamohan Mahapatra, and Lawrence Park. 1997. “The ‘Big Three’ of Morality (Autonomy,
Community, Divinity) and the ‘Big Three’ Explanations of Suffering.” In Morality and Health, edited by Allan M. Brandt and Paul
Rozin, 119–69. New York, NY: Taylor & Frances/Routledge.
Snodgrass, Jeffrey G. 2023. The Avatar Faculty: Ecstatic Transformations in Religion and Video Games. California: University of California
Press.
Snodgrass, Jeffrey G., Henri J. François Dengah II, and Michael G. Lacy. 2014. “‘I Swear to God, I Only Want People Here Who Are
Losers!’ Cultural Dissonance and the (Problematic) Allure of Azeroth.” Medical Anthropology Quarterly 28(4): 480–501.
Snodgrass, Jeffrey G., Michael G. Lacy, Henri J. François Dengah II, Greg Batchelder, Scarlett Eisenhauer, and Rory Thompson.
2016. “Culture and the Jitters: Guild Affiliation and Online Gaming Eustress/Distress.” Ethos 44(1): 50–78.
Snodgrass, Jeffrey G., Greg Batchelder, Scarlett Eisenhauer, Lahoma Howard, Henri J. François Dengah II, Rory S. Thompson, Josh
Bassarear, et al. 2017. “A Guild Culture of ‘Casual Raiding’ Enhances Its Members’ Online Gaming Experiences: A Cognitive
Anthropological and Ethnographic Approach to World of Warcraft.” New Media & Society 19(12): 1927–44.
Snodgrass, Jeffrey G., Henri J. François Dengah II, Chakrapani Upadhyay, Robert J. Else, and Evan Polzer. 2021. “Indian Gam-
ing Zones as Oppositional Subculture: A Norm Incongruity ‘Cultural Dissonance’ Approach to Internet Gaming Pleasure and
Distress.” Current Anthropology 62(6): 771–97.
Ståhl, Matilda, and Fredrik Rusk. 2020. “Player Customization, Competence and Team Discourse: Exploring Player Identity
(Co)Construction in Counter-Strike: Global Offensive.” Game Studies 20(4). http://gamestudies.org/2004/articles/stahl_rusk.
Steinkuehler, Constance A, and Dmitri Williams. 2006. “Where Everybody Knows Your (Screen) Name: Online Games as ‘Third
Places.’” Journal of Computer-Mediated Communication 11(4): 885–909.
Strimling, Pontus, and Seth Frey. 2020. “Emergent Cultural Differences in Online Communities’ Norms of Fairness.” Games and
Culture 15(4): 394–410.
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
20 ETHOS
Stromberg, Peter. 2009. Caught in Play: How Entertainment Works on You. Redwood City, CA: Stanford University Press.
Szablewicz, Marcella. 2010. “The Ill Effects of ‘Opium for the Spirit’: A Critical Cultural Analysis of China’s Internet Addiction
Moral Panic.” Chinese Journal of Communication 3(4): 453–70.
Taylor, Tina L. 2009. Play Between Worlds. Cambridge, MA: MIT Press.
Taylor, Tina L. 2012. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press.
Trepte, Sabine, Leonard Reinecke, and Keno Juechems. 2012. “The Social Side of Gaming: How Playing Online Computer Games
Creates Online and Offline Social Support.” Computers in Human Behavior 28(3): 832–39.
Valve. 2012. “Counter-Strike: Global Offensive on Steam.” 2012. https://store.steampowered.com/app/730/CounterStrike_
Global_Offensive/.
Warmelink, Harald. 2014. Online Gaming and Playful Organization. New York, NY: Routledge.
Williams, Dmitri, Nicolas Ducheneaut, Li Xiong, Yuanyuan Zhang, Nick Yee, and Eric Nickell. 2006. “From Tree House to Barracks
the Social Life of Guilds in World of Warcraft.” Games and Culture 1(4): 338–61.
Zuckerman, Charles H. P. 2020. “‘Don’t Gamble for Money With Friends’ Moral-Economic Types and Their Uses.” American
Ethnologist 47(4): 432–46.
SUPPORTING INFORMATION
Additional supporting information can be found online in the Supporting Information section at the end
of this article.
How to cite this article: Snodgrass, Jeffrey G., Michael G. Lacy, Evan Polzer, and Chakrapani
Upadhyay. 2024. “Gaming lounges in India afford socially productive gambling: The moral
economy and foundations of play in Udaipur, Rajasthan.” Ethos 1–20.
https://doi.org/10.1111/etho.12443
15481352, 0, Downloaded from https://anthrosource.onlinelibrary.wiley.com/doi/10.1111/etho.12443, Wiley Online Library on [13/08/2024]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
ResearchGate has not been able to resolve any citations for this publication.
Article
Full-text available
In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and potentially akin to gambling. Although previous research has linked loot boxes with problematic gaming and gambling behaviors, there are very few studies that relate them to the clinical indicators of these problems. The overall goal of this study is to ascertain the prevalence of loot box purchasing behavior and its association with Internet Gaming Disorder (IGD) and Online Gambling Disorder (OGD). A secondary objective is to develop and analyze the psychometric properties of the Problematic Use of Loot Boxes Questionnaire (PU-LB). A cross-sectional study was conducted among 6633 participants (4236 males, 63.9%, and 4123 minors, 62.2%) with an average age of 16.73 ± 3.40 in a range of 11–30 years. The Spanish versions of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and the Online Gambling Disorder Questionnaire (OGD-Q) were used. A total of 2013 (30.4%) participants reported purchasing a loot box in the last 12 months (28.9% among minors). A person who had purchased a loot box in the last 12 months had a prevalence rate (PR) of 3.66 [95% CI 2.66, 5.05] of presenting an IGD, and a PR = 4.85 [IC 95% 2.58, 9.12] of presenting an OGD. The PU-LB presented adequate reliability and validity indicators and was positively and significantly related to loot box expenditure, IGDS9-SF, and OGD-Q scores. The results were further discussed, and practical implications and future lines of research proposed.
Book
Full-text available
"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience." —Julian Dibbell, Wired "World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf." —William Sims Bainbridge, author of The Warcraft Civilization and editor of Online Worlds “Nardi skillfully covers all of the hot button issues that come to mind when people think of video games like World of Warcraft such as game addiction, sexism, and violence. What gives this book its value are its unexpected gems of rare and beautifully detailed research on less sensationalized topics of interest such as the World of Warcraft player community in China, game modding, the increasingly blurred line between play and work, and the rich and fascinating lives of players and player cultures. Nardi brings World of Warcraft down to earth for non-players and ties it to social and cultural theory for scholars. . . . the best ethnography of a single virtual world produced so far.” —Lisa Nakamura, University of Illinois World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer. Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design. Cover art by Jessica Damsky
Article
Full-text available
Some anthropologists have developed “processual” approaches to classification, arguing that we should turn our attention from reified categories to processes of categorization. A focus on how gamblers in Luang Prabang, Laos, use the categories “gambling for beer” and “gambling for money” makes clear that an adequate processual approach must disentangle two kinds of typification: one generic, one specific. People in Luang Prabang are drawn to categories of gambling as tools for both painting the world abstractly (generics) and putting action under a description (specifics). Distinguishing these two kinds of typification resolves the apparent tension between “ideal types” and messy “practice,” and it redirects the study of human classification toward understanding how people mobilize categories for diverse moral ends. [moral economy, gifts, commodities, ideal types, typification, reflexivity, processualization, Luang Prabang, Laos]
Article
Full-text available
Playing digital games can nurture wellbeing by helping players recover from daily stressors, cope with life's challenges, practice emotion regulation, and engage in meaningful social interaction; however, this same leisure activity can also result in problematic gaming (i.e., harmful play at the expense of healthy behaviors), and social isolation that damages wellbeing. Research consistently demonstrates that the value or harm of gaming on wellbeing cannot be determined solely from whether and how much people play, but rather depends on contingent factors related to the player, the game, and the gaming context. In this paper, we aim to model contingent factors that differentiate between beneficial and harmful outcomes within players of the same massively multiplayer online role playing game (MMORPG). We model how passion for gaming—defined as a strong desire to engage in a beloved activity that is enjoyed and valued, in which time and energy is invested, and that ultimately integrates into a person's identity—affects loneliness and wellbeing. We employ the dualistic model that divides passion into harmonious passion (HP)—characterized by a balanced and authentic relationship with the beloved activity, and obsessive passion (OP)—characterized by preoccupation and inflexible persistence toward the loved activity. We sampled 300 frequent World of Warcraft (WoW) players, recruited from online forums, and used structural equation modeling (SEM) to investigate the effects of their passion for playing WoW on in-game social capital, loneliness, and wellbeing. We demonstrate that HP for playing WoW facilitates in-game social capital (both bridging and bonding), combats loneliness, and increases wellbeing, whereas OP also builds social capital, but these social ties do not combat loneliness, and OP is directly associated with increased loneliness. Further, the positive effect of HP on wellbeing is mediated through an increase in bonding social capital and a resulting decrease in loneliness. Our findings highlight that passion orientation is important for characterizing the relationship between gaming and wellbeing. We contribute to the conversation on combating problematic gaming, while also promoting digital gaming as an appealing leisure activity that provides enjoyment, recovery, and meaningful social interaction for the millions of gamers who benefit from its captivation.
Chapter
This is the third volume of a three-volume set on The Innate Mind. The extent to which cognitive structures, processes, and contents are innate is one of the central questions concerning the nature of the mind, with important implications for debates throughout the human sciences. By bringing together the top nativist scholars in philosophy, psychology, and allied disciplines these volumes provide a comprehensive assessment of nativist thought and a definitive reference point for future nativist inquiry. The Innate Mind: Volume 3: Foundations and the Future, concerns a variety of foundational issues as well as questions about the direction of future nativist research. It addresses such questions as: What is innateness? Is it a confused notion? What is at stake in debates between nativists and empiricists? What is the relationship between genes and innateness? How do innate structures and learned information interact to produce adult forms of cognition, e.g. about number, and how does such learning take place? What innate abilities underlie the creative aspect of language, and of creative cognition generally? What are the innate foundations of human motivation, and of human moral cognition? In the course of their discussions, many of the contributors pose the question (whether explicitly or implicitly): Where next for nativist research? Together, these three volumes provide the most intensive and richly cross-disciplinary investigation of nativism ever undertaken. They point the way toward a synthesis of nativist work that promises to provide a powerful picture of our minds and their place in the natural order.
Article
The growing esports scene brings a level of professionalism to gaming. Games that, previously, used to be a spare time activity have now become professional and educational contexts, as exemplified in this study. In these contexts, player identities in online games are actively, and contextually, (co)constructed in and through the in-game interaction with both the game itself, as well as with co-players. In this ethno-case study (a qualitative case study informed by ethnographic methods), a player centred approach offered a participant’s perspective on local player identity (co)construction in the multiplayer first person shooter (FPS) Counter-Strike: Global Offensive (henceforth, “CS:GO”). This paper sought to answer two research questions: What tools for (co)constructing player identity in CS:GO did participants employ? and: What player identities are (co)constructed using these tools? The data was collected in collaboration with a vocational school with an esports programme in Finland in 2017-2018. Seven students (aged 17-18, all white and identifying as male) playing CS:GO took part in the study by sharing screen recordings of their in-game matches (ten matches and almost six hours in total) and by taking part in interviews (seven in total). The participants were part of two teams and the in-game data was analyzed from two students’ perspectives, one from each team. Based on the participants’ in-game discussions and interviews, relevant situations in relation to identity (co)construction were transcribed and analyzed inductively. The participants employed the following tools for identity (co)construction in CS:GO; choice of weapon, weapon skill, weapon customization, stats/rank and language use. These tools were employed to (co)construct identities connected to player customization, competence and team discourse. Although there are individual variances, the identities (co)constructed orient towards a perceived competent player identity shaped by technomasculine norms in online game culture, where traits that connote femininity and queerness are seen as signs of incompetence.
Article
A recent innovation contributing to the massive growth and profitability of the gaming industry has been the development of in-game monetisation. In-game purchasing features (e.g. ‘loot boxes’, ‘skins’, and other microtransactions) have also generated debate in some jurisdictions as to whether some activities constitute a form of gambling. This brief review presents some academic perspectives and recent studies that have examined the validity of this claim. Evidence has focused on the nature of micro-transaction purchase behaviour, its similarity with gambling, parallel involvement in gambling, and its association with problematic gaming. Early evidence suggests that higher levels of involvement in monetised gaming activities may be associated with symptoms of problematic gaming or gambling.