49 research outputs found

    The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam

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    This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodification of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work

    Negative emotions set in motion : the continued relevance of #GamerGate

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    This chapter aims at making sense of the #GamerGate (#GG) online harassment campaign that was particularly active in 2014–2015 but to this day continues to produce hateful speech against certain ideologies and minorities in gaming culture. The campaign was especially successful at building online visibility through harassment, and the affective resonances of the issues it raised have since translated into general online campaigning how-to’s, financial earnings, and even political action outside of the gaming sphere. Although the primary breeding ground for this movement was 4chan (and later, 8chan), it only reached public awareness and visibility – hence, effectiveness – through Twitter and, to a lesser extent, through YouTube. In order to understand the emotional charge and political relevance of this campaign, we rely on both quantitative and qualitative activity analyses of the Twitter users that use the hashtag #GamerGate between 2014 and 2019. In addition to analyzing who were the most active tweeters and what kind of resonance their tweets elicited, we looked into the emotional qualities of their communication. The communication strategies of #GG tweeters took advantage of the language and cultural references of the target demographic to drive a set of topics into public discourse and, further, to political activism. This discourse utilized a combination of affective modes, based mainly on resentment and schadenfreude, that we see echoing in many places on the internet. In the end, we argue that while #GG may have been only one instance of a campaign with harassment elements, the sentiments it cultivated and amplified as well as its operational logics have since been successfully employed in many similar online movements, including the current political campaigning associated with the so-called alt-right.fi=vertaisarvioitu|en=peerReviewed

    'This is our Call of Duty': hegemony, history and resistant videogames in the Middle East

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    In recent years, non-state actors in the Middle East have engaged a new generation of activists through a variety of media strategies. Notable among these is a series of videogame interventions, which have appropriated Western game products to convey political and religious messages through the inversion or complication of the roles of hero and enemy. This article explores a selection of such media, produced by or in support of two non-state groups, Hezbollah and Islamic State (IS). The article takes a discourse theoretical approach to examine the ideologies presented in these media and reflects on the ways in which these game artefacts engage with, and reject, Western narratives of history and of US pre-eminence. It concludes that while these game interventions challenge existing hegemonic (re)presentations of the Middle East and the ‘War on Terror’, they remove or reduce agency to the extent that those who engage with them can only witness these challenges, rather than instigate their own. While we acknowledge that hegemony can always be challenged, we view this lack of agency as support for Mouffe’s proposition that the result of counter-hegemonic resistance is often to maintain and reproduce the hegemonic order

    The political economy of Facebook’s platformization in the mobile ecosystem: Facebook Messenger as a platform instance

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    Facebook’s usage has reached a point that the platform’s infrastructural ambitions are to be taken very seriously. To understand the company’s evolution in the age of mobile media, we critically engage with the political economy of platformization. This article puts forward a conceptual framework and methodological apparatus to study Facebook’s economic growth and expanding platform boundaries in the mobile ecosystem through an analysis of the Facebook Messenger app. Through financial and institutional analysis, we examine Messenger’s business dimension and draw on platform studies and information systems research to survey its technical dimension. By retracing how Facebook, through Messenger, operationalizes platform power, this article attempts to bridge the gap between these various disciplines by demonstrating how platforms emerge and how their apps may evolve into platforms of their own, thereby gaining infrastructural properties. It is argued that Messenger functions as a ‘platform instance’ that facilitates transactions with a wide range of institutions within the boundaries of the app and far beyond
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