With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the …
As the boundaries between play and work are becoming increasingly blurred among digital games, avid player labour is increasingly harnessed as a source of revenue. This article …
This article introduces a special issue critically investigating contemporary formations of digital game labor, with a focus on the political-economic forces, social inequalities, and …
D Dooghan - Games and Culture, 2019 - journals.sagepub.com
The widespread popularity of sandbox games, and Minecraft in particular, may be a recent phenomenon, but their appeal may be much older. Rather than representing a wholly new …
O Sotamaa - Convergence, 2007 - journals.sagepub.com
/This article examines the contested issue of player productivity, with a focus on the multifaceted relations between players and the game industry. These relations are explored …
M Schulzke - The Information Society, 2014 - Taylor & Francis
This essay uses Horkheimer and Adorno's work on the culture industry to analyze virtual worlds and massively multiplayer online role-playing games. While artificial worlds have …
The goal of this essay is to investigate some of the consequences related to the substitution of human-play with automatic-play in Massively Multiplayer Online Role-Playing Games …
MA Ouellette - Journal of Literacy & Technology, 2020 - digitalcommons.odu.edu
This paper theorizes the use of play and gamified methods to foster metacognition, or strategies for learning and learning about learning, in online graduate instruction. In the …
M Johnson - Oxford Research Encyclopedia of Communication, 2024 - oxfordre.com
Since the 2010s, the live streaming—live online video broadcast—of digital gaming has emerged as a significant Internet phenomenon. Millions of people stream their digital …