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The Sport Gaming Nexus: A Paradox in the Active Economy

The Sport Gaming Nexus: A Paradox in the Active Economy
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Author(s): Mark Dottori (McMaster University, Canada)and Alex Sévigny (McMaster University, Canada)
Copyright: 2021
Pages: 47
Source title: Understanding the Active Economy and Emerging Research on the Value of Sports, Recreation, and Wellness
Source Author(s)/Editor(s): David J. Finch (Mount Royal University, Canada)and David Legg (Mount Royal University, Canada)
DOI: 10.4018/978-1-7998-7939-8.ch010

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Abstract

Historically, sports gaming has existed primarily in brick-and-mortar venues such as casinos. This was the case until the internet created the conditions for a dramatic change in the supply of gaming opportunities in live sports. In 2018, a United States Supreme Court ruling legalized sports gaming, which triggered the tabling of similar legislation in Canada. This chapter examines how stakeholders form a network of relationships referred to as the sports gaming nexus. The authors argue that sports gaming presents a paradox – sports gaming will increase revenues and fan engagement for many actors within the sports culture and economy, but will the benefits outweigh potential negative consequences? This question is examined from the active economy, network system perspective. This chapter is informed by current debates in more mature gaming markets such as the United Kingdom and France.

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