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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Adam Mickiewicz University
2014-01-01
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Online Access: | http://pressto.amu.edu.pl/index.php/prt/article/view/2811 |
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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 |
work_keys_str_mv |
AT mateuszfelczak thepoliticsoflaborandplayinpopculturalindustryofonlinevideogames AT mateuszfelczak politicsoflaborandplayinpopculturalindustryofonlinevideogames |
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