The Politics of Labor and Play in Popcultural Industry of On-Line Video Games
PDF (Język Polski)

Keywords

on-line video games
playbour
digital labor
cognitive capitalism

How to Cite

Felczak, M. (2014). The Politics of Labor and Play in Popcultural Industry of On-Line Video Games. Praktyka Teoretyczna, 14(4), 111–130. https://doi.org/10.14746/prt.2014.4.4

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.

https://doi.org/10.14746/prt.2014.4.4
PDF (Język Polski)

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