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