The Politics of Labor and Play in Popcultural Industry of On-Line Video Games

<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 unpai...

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Main Author: Mateusz Felczak
Format: Article
Language:English
Published: Adam Mickiewicz University 2014-01-01
Series:Praktyka Teoretyczna
Subjects:
Online Access:http://pressto.amu.edu.pl/index.php/prt/article/view/2811
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spelling doaj-0fb541e4259a40f38bfbe50f911c4f142021-08-02T04:19:27ZengAdam Mickiewicz UniversityPraktyka Teoretyczna2081-81302014-01-0114411113010.14746/prt.2014.4.42782The Politics of Labor and Play in Popcultural Industry of On-Line Video GamesMateusz Felczak<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>http://pressto.amu.edu.pl/index.php/prt/article/view/2811sieciowe gry wideopracozabawa (playbour)praca cyfrowakapitalizm kognitywny
collection DOAJ
language English
format Article
sources DOAJ
author Mateusz Felczak
spellingShingle Mateusz Felczak
The Politics of Labor and Play in Popcultural Industry of On-Line Video Games
Praktyka Teoretyczna
sieciowe gry wideo
pracozabawa (playbour)
praca cyfrowa
kapitalizm kognitywny
author_facet Mateusz Felczak
author_sort Mateusz Felczak
title The Politics of Labor and Play in Popcultural Industry of On-Line Video Games
title_short The Politics of Labor and Play in Popcultural Industry of On-Line Video Games
title_full The Politics of Labor and Play in Popcultural Industry of On-Line Video Games
title_fullStr The Politics of Labor and Play in Popcultural Industry of On-Line Video Games
title_full_unstemmed The Politics of Labor and Play in Popcultural Industry of On-Line Video Games
title_sort politics of labor and play in popcultural industry of on-line video games
publisher Adam Mickiewicz University
series Praktyka Teoretyczna
issn 2081-8130
publishDate 2014-01-01
description <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>
topic sieciowe gry wideo
pracozabawa (playbour)
praca cyfrowa
kapitalizm kognitywny
url http://pressto.amu.edu.pl/index.php/prt/article/view/2811
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