An exploration of a new division of labor between machines and humans, in which people provide value to the economy with little or no compensation. The computerization of the …
There is a contradiction at the heart of digital media. We use commercial platforms to express our identity, to build community and to engage politically. At the same time, our …
Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using …
PJ McKenzie, J Burkell, L Wong, C Whippey… - First Monday, 2012 - firstmonday.org
This paper reviews a wide range of scholarly and popular literature to provide an overview of the current state of online user–generated content (UGC). We describe the UGC value …
Introduction: why still study fans?/Cornel Sandvoss, Jonathan Gray, and C. Lee Harrington-- Fan texts and objects--The death of the reader?: literary theory and the study of texts in …
In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing …
MA Winget - Journal of the American Society for Information …, 2011 - Wiley Online Library
Videogames are important cultural and economic artifacts. They also present challenges that anticipate the problems inherent in any complex digital interactive system. Not only are …
N Poor - New media & society, 2014 - journals.sagepub.com
Computer game modding, from modifying, combines several important issues: digital skills, play, community, making, and remixing. Yet, little academic work has explored the …
Digital distribution has enabled game studios to reach global audiences and treat mobile games as services rather than products, creating novel opportunities to develop value …