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Cutting the Wire: Gaming Prohibition and the Internet (Gambling Studies) (Gambling Studies Series)
 
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Cutting the Wire: Gaming Prohibition and the Internet (Gambling Studies) (Gambling Studies Series) [Paperback]

David G. Schwartz

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David G. Schwartz
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Synopsis

The story of the Wire Act and how Robert Kennedy's crusade against the Mob is creating a new generation of Internet gaming outlaws. Gambling has been part of American life since long before the existence of the nation, but Americans have always been ambivalent about it. What David Schwartz calls the "pell-mell history of legal gaming in the United States" is a testament to our paradoxical desire both to gamble and to control gambling. It is in this context that Schwartz examines the history of the Wire Act, passed in 1961 as part of Attorney General Robert F. Kennedy's crusade against organized crime and given new life in recent efforts to control Internet gambling. "Cutting the Wire" presents the story of how this law first developed, how it helped fight a war against organized crime, and how it is being used today. The Wire Act achieved new significance with the development of the Internet in the early 1990s and the growing popularity of online wagering through offshore facilities. The United States government has invoked the Wire Act in a vain effort to control gambling within its borders, at a time when online sports betting is soaring in popularity.

By placing the Wire Act into the larger context of Americans' continuing ambivalence about gambling, Schwartz has produced a provocative, deeply informed analysis of a national habit and the vexing predicaments that derive from it. In America today, 48 of 50 states currently permit some kind of legal gambling. Schwartz's historical unraveling of the Wire Act exposes the illogic of an outdated law intended to stifle organized crime being used to set national policy on Internet gaming. "Cutting the Wire" carefully dissects two centuries of American attempts to balance public interest with the technology of gambling.


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Amazon.com:  1 review
2 of 2 people found the following review helpful
T O O......S A D.....T O......R E A D.....A L L.....T H R O U G H 21 Feb 2008
By Patricia - Published on Amazon.com
Format:Paperback|Amazon Verified Purchase
I bought this book and am glad I did. It gives a VERY thorough
history of the "Wire Act"....which was set up in the 1960s -- by
Robert Kennedy -- a hero of mine -- of all people!

I had thought that the "Wire Act" was set up in the 1930s or 1940s
....so I learnt something by my preliminary perusal of this
book. However, so upset am I that the most recent enlargment of
the Wire Act....which now prohits internet gaming for real money,
to American citizens and residents....that I just can't read
through the entire book. I am too mad, and too sad....the newest
enlargement of the Wire Act was passed so sneakily, too -- tacked
on to another bill -- and many congresspeople voting for one bill
did not even know they were voting for the "anti-internet gaming
bill", tacked onto it.

This book is printed on exellent paper, with a nice large-sized
print. From my prelimary perusal, it appears to be a very thorough
history of how the "Wire Act" came about. I recommend it heartily
to anyone who has the stomach to read this book....through his or
her tears, and/or anger.

For myself, though, it brings to mind a
scene from the film, "Blue Denim", starring Carol Lynly and Brandon
de Wilde. It is an early 1960s film, about two likable, suburban
teens, who find themselves, "in trouble", after one night of
thoughtless, er...."togetherness". With the guy's best friend, they
try desperately to find a solution to their dilemma. In this scene,
Carol Lynly's character is looking through a book. After studying it,
she says, (paraphrased): "They tell you all about how it happens....
but they don't tell you how to stop it."

And so, "Cutting The Wire", also tells you "all about it", (in "Blue Denim, "it" is pregnancy. In "Cutting The Wire", 'it" is
a law which prevents American people from legally gaming online.) But,
sadly, and perphaps, at this point, inevitably, cannot tell us "how to stop it"....and allow Americans the right to game/gamble online, for
real money, legally once again. A practice allowed in the UK, Canada,
Australia, Lithuania, Sweden...and so many other countries, (where --
surprise? -- there has been NO upsurge of mob influence, and NO upsurge
in hedonism) -- is, at this writing, denied to those living in "the Land of the Free....and the Home of the Brave." (For those interested in
trying to change things, I recommend the website: www.pokerplayersalliance.org)

Perhaps I expected too much of this book....I searched and searched for
a way "to end it", (the Wire Act and its extentions)....but couldn't --
or perhaps am too upset and too angry to give the book the thorough
perusal that I should. If -- as my own plan would do -- taxing gaming
winnnings at twice that of other income, allowing losses to be deducted
at only half that of other income, making proficiency tests mandatory,
and allowing play only by 18 year olds and over, and only at interent
casinos based in the US, or in the countries of our allies, (Canada,
England, Turkey, Manilla, etc.).....what would be the harm? Earning
$100 a day is sure a lot easier than earning $36,500 over a weekend at
Las Vegas or Atlantic City. This could lead to more responsible gaming
== people earning a little bit every day -- a habit which could lead to
the shouldering of more responisbility in other aspects of life as well.

I truly wish that "Cutting The Wire" had delved into these matters. But
it is a thorough, well-researched history of "how the (gaming) Dark Ages
came upon us"....but not, sadly, (as I had so hoped for), some suggestions on how to end them.

Perhaps only time, (and our next President, who-ever he or she may be),
will tell.....

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