1,196 research outputs found

    Play, Playbour or Labour? The Relationships between Perception of Occupational Activity and Outcomes among Streamers and YouTubers

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    The increasing digitalization and gamification of different aspects of our lives has blurred the line between what we consider work and play. Therefore, our productivity may increasingly depend on how we negotiate and view our occupations and work. Through an online survey (n=382), this study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of these video content creators (streamers and YouTubers). The results indicate that those who view their content creation as work had the highest levels of activity and income, whereas those who associated their content creation with play, earned more income than those who regard their content creation equally as play and work. The results demonstrate the emergence of new forms of digital entrepreneurial practices in the work-oriented group, but also the highlight the increasing workification of our play activities

    The Labor of Play: the Political Economy of Computer Game Culture

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    This dissertation questions the relationship between computer game culture and ideologies of neoliberalism and financialization. It questions the role computer games play in cultivating neoliberal practices and how the industry develops games and systems making play and work indistinguishable activities. Chapter 1 examines how computer game inculcate players into neoliberal practice through play. In chapter 2, the project shows Blizzard Entertainment systematically redevelops their games to encourage perpetual play aimed at increasing the consumption of digital commodities and currencies. Chapter 3 considers the role of esports, or professional competitive computer game play, to disperse neoliberal ideologies amongst nonprofessional players. Chapter 4 examines the streaming platform Twitch and the transformation of computer gameplay into a consumable commodity. This chapter examines Twitch’s systems designed at making production and consumption inseparable practices. The dissertation concludes by examining the economic, conceptual, and theoretical collapses threatening game culture and the field of game studies

    Virtual transcendence experiences: Exploring technical and design challenges in multi-sensory environments

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    In this paper 1, we introduce the concept of Virtual Transcendence Experience (VTE) as a response to the interactions of several users sharing several immersive experiences through different media channels. For that, we review the current body of knowledge that has led to the development of a VTE system. This is followed by a discussion of current technical and design challenges that could support the implementation of this concept. This discussion has informed the VTE framework (VTEf), which integrates different layers of experiences, including the role of each user and the technical challenges involved. We conclude this paper with suggestions for two scenarios and recommendations for the implementation of a system that could support VTEs

    The Militarization of Video Games

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    The militarization of video games is a topic that has not previously received a lot of attention despite being a controversial and important topic to discuss as it pertains to the future of society’s youth, advancement of military technology, and the military’s economic relationships. Previous research on the topic had not explored the relationship between the military and the video game industry in depth. In using studies from different areas, such as the impact that video games have on individuals, the use of technology in the military, and economic relationships that the military has, this paper seeks to explore the relationship between the gaming industry and the military. While there is not a lot of concrete evidence to claim that the military is directly benefitting from young people playing video games, there certainly appears to be a link. In researching this topic, it is obvious that the relationship between the military and the video game industry is only going to grow closer and stronger

    Sport Tv field lab on new product development

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    This work project consists of an analysis on the company Sport TV, with emphasis on its internal and external environments, as well as its consumers. The final purpose was to find a strategy that could improve the company’s overall competitiveness in the Portuguese market. The identified strategy was new product development, and the work project describes how the company should launch it, by using the 4P’s framework: How should the product be, how to monetize, how to promote and finally how to distribute it
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