Polityki pracy i zabawy w popkulturowym przemyśle sieciowych gier komputerowych
Bibliographic Data
| ID | 13032139 |
|---|---|
| Authors | Mateusz Felczak (0000-0001-8042-6965, corresponding author) |
| Year | 2014 |
| Volume | 14 |
| Issue | 4 |
| Pages | 111-111 |
| Publication date | 2014-01-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Praktyka Teoretyczna (JOURNAL) |
| Journal identifiers | ISSN: 2081-8130 • E-ISSN: 2081-8130 |
| Publisher | Adam Mickiewicz University Poznan (PUBLISHER) |
| DOI | 10.14746/prt.2014.4.4 |
| OpenAlex | W2270894928 |
| Language | EN |
| References cited | 1 |
The article deals with the functioning of the on-line AAAgames in capitalist market circulation, with games understood as productssubject to trade exchange. The author analyzes the method of capitalizationof players’ productivity, such as the use of unpaid digital laborof fans, arguing that the game mechanics are often adjusted to the playbourparadigm. The mechanisms of modeling the reception and distributionof games are listed and described based on the example of Steamand methods of exploitation of the Real-Money Auction House in DiabloIII. Automating the process of the game is considered to be the mostefficient model of play, displacing traditionally understood explorationand interaction with other players
Circulation (fluid dynamics · Economic growth · Economics · Microeconomics · Neoclassical economics · Productivity · Business Strategy and Innovation · Digital Games and Media · Engineering
| Highly cited | No |
|---|