ComMODify : User Creativity at the Intersection of Commerce and Community / by Shenja van der Graaf
(Dynamics of Virtual Work. ISSN:29479304)
Publisher | (Cham : Springer International Publishing : Imprint: Palgrave Macmillan) |
---|---|
Year | 2018 |
Edition | 1st ed. 2018. |
Authors | *van der Graaf, Shenja author SpringerLink (Online service) |
Hide book details.
Links to the text | Location | Volume | Call No. | Barcode No. | Status | Comments | ISBN | Printed | Restriction | Reserve |
---|---|---|---|---|---|---|---|---|---|---|
Links to the text | Library Off-campus access |
|
OB00187724 | Springer Social Sciences eBooks (電子ブック) | 9783319615004 |
|
|
Hide details.
Material Type | E-Book |
---|---|
Media type | 機械可読データファイル |
Size | XI, 182 p. 9 illus., 7 illus. in color : online resource |
Notes | 1. Designing for Mod Development -- 2. Participation and Platformization at Play -- 3. Game Changer -- 4. Of Toolkits, Engines and Interfaces -- 5. Learning and the Imperative of Production in Mod Development -- 6. Second Life Between Participation and Competition -- 7. Commodify! And Beyond This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry HTTP:URL=https://doi.org/10.1007/978-3-319-61500-4 |
Subjects | LCSH:Mass media LCSH:Industrial sociology LCSH:Economics LCSH:Culture LCSH:Communication LCSH:Computers and civilization LCSH:Computer games—Programming FREE:Media Sociology FREE:Sociology of Work FREE:Cultural Economics FREE:Media and Communication FREE:Computers and Society FREE:Game Development |
Classification | LCC:HM1206-1211 DC23:302.23 |
ID | 8000014958 |
ISBN | 9783319615004 |
Similar Items
Usage statistics of this contents
Number of accesses to this page:4times