Summary: | <p>The article deals with the functioning of the on-line AAA<br />games in capitalist market circulation, with games understood as products<br />subject to trade exchange. The author analyzes the method of capitalization<br />of players’ productivity, such as the use of unpaid digital labor<br />of fans, arguing that the game mechanics are often adjusted to the playbour<br />paradigm. The mechanisms of modeling the reception and distribution<br />of games are listed and described based on the example of Steam<br />and methods of exploitation of the Real-Money Auction House in Diablo<br />III. Automating the process of the game is considered to be the most<br />efficient model of play, displacing traditionally understood exploration<br />and interaction with other players.</p>
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