[图书][B] Media work

M Deuze - 2007 - books.google.com
The media are home to an eclectic bunch of people. This book is about who they are, what
they do, and what their work means to them. Based on interviews with media professionals …

[图书][B] My avatar, my self: Identity in video role-playing games

Z Waggoner - 2009 - books.google.com
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 …

On modder labour, commodification of play, and mod competitions

O Sotamaa - First Monday, 2007 - firstmonday.org
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 …

Contested formations of digital game labor

G De Peuter, CJ Young - Television & New Media, 2019 - journals.sagepub.com
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 …

Digital Conquerors: Minecraft and the Apologetics of Neoliberalism

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 …

Let me take you to the movies: Productive players, commodification and transformative play

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 …

The virtual culture industry: work and play in virtual worlds

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 …

[HTML][HTML] Automatic-play and player deskilling in MMORPGs

S De Paoli - Game Studies, 2013 - gamestudies.org
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 …

I told you that to tell you this: Metagaming and Metacognition in the Hybrid Classroom

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 …

Game Streaming: Implications for Streamers and Game Creators

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 …