Accès libre

Gaming the System: Playbour, Production, Promotion, and the Metaverse

   | 16 déc. 2022
À propos de cet article

Citez

Abend, Pablo; Fuchs, Mathias; Wenz, Karin 2022. ‘Introduction: Playful Work’. – Digital Culture & Society, 7, 1, 5–14.10.14361/dcs-2021-0102 Search in Google Scholar

Ball, Matthew 2022. The Metaverse: And How It Will Revolutionize Everything. New York. Search in Google Scholar

Basu, Tanya 2021. ‘The metaverse has a groping problem already’. – MIT Technology Review. www.technologyreview.com/2021/12/16/1042516/the-metaversehas-a-groping-problem/ (7 June 2022). Search in Google Scholar

Bulut, Ergin 2020. A Precarious Game: The Illusion of Dream Jobs in the Video Game Industry. Ithaca. Castronova, Edward; Williams, Dmitri; Shen, Cuihan; Ratan, Rabindra; Xiong, Li; Huang, Yuan; Keegan, Brian 2009. ‘As real as real? Macroeconomic behavior in a large-scale virtual world’. – New Media & Society 11, 5, 685–707.10.1177/1461444809105346 Search in Google Scholar

Chia, Aleena 2020. ‘Productive leisure in post-Fordist fandom’. – The Journal of Fandom Studies, 8, 1, 47–63. Chia, Aleena 2022. ‘The metaverse, but not the way you think: Game engines and automation beyond game development’. – Critical Studies in Media and Communication, 39, 3, 191–200.10.1080/15295036.2022.2080850 Search in Google Scholar

Consalvo, Mia; Paul, Christopher A. 2019. Real Games: What’s Legitimate and What’s Not in Contemporary Videogames. Cambridge.10.7551/mitpress/12109.001.0001 Search in Google Scholar

D’Anastasio, Cecilia 2022. ‘Video Games Already Do What the Metaverse Just Promises’. – Wired. www. wired.com/story/video-games-ahead-of-metaverse/ (7 June, 2022). Search in Google Scholar

Duffy, Brooke E. 2017. (Not) Getting Paid to Do What You Love: Gender, Social Media, and Aspirational Work. New Haven.10.12987/yale/9780300218176.001.0001 Search in Google Scholar

Dwivedi, Yogesh K.; Hughes, Laurie, Baabdullah, Abdullah. M… Wamba, Samuel. F. 2022. ‘Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy’. – International Journal of Information Management, 66, 102542. Search in Google Scholar

Egliston, Ben; Carter, Marcus 2020. ‘Oculus imaginaries: The promises and perils of Facebook’s virtual reality.’– New Media & Society 24, 1, 70–89.10.1177/1461444820960411 Search in Google Scholar

Egliston, Ben; Carter, Marcus 2022. ‘“The metaverse and how we’ll build it”: The political economy of Meta’s Reality Labs’. – New Media & Society, 14614448221119785.10.1177/14614448221119785 Search in Google Scholar

Fast, Karin; Örnebring, Henrik; Karlsson, Michael 2016. ‘Metaphors of free labor: a typology of unpaid work in the media sector’. – Media Culture & Society, 38, 7, 963–978.10.1177/0163443716635861 Search in Google Scholar

Foxman, Maxwell 2018. Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology. New York. https://doi.org/10.7916/D8M05NH3. Search in Google Scholar

Foxman, Maxwell 2019. ‘United we stand: Platforms, tools and innovation with the Unity game engine’. – Social Media + Society, 5, 4, 2056305119880177.10.1177/2056305119880177 Search in Google Scholar

Foxman, Maxwell 2022. ‘Making the virtual a reality: Playful work and playbour in the diffusion of innovations’. – Digital Culture & Society, 7, 1, 91–110.10.14361/dcs-2021-0107 Search in Google Scholar

Goldberg, Greg 2018. Antisocial Media: Anxious Labor in the Digital Economy. New York. Search in Google Scholar

Herrman, John; Browning, Kellen 2021. ‘Are We in the Metaverse Yet?’. – The New York Times. www.nytimes.com/2021/07/10/style/metaverse-virtual-worlds.html (7 June, 2022). Search in Google Scholar

Infobae, Newsroom 2022. ‘How to Take the First Step in the Metaverse as a Content Creator’. – infobae. www. infobae.com/en/2022/04/24/how-to-take-the-first-step-in-the-metaverse-as-a-content-creator/ (7 June 2022). Search in Google Scholar

Keogh, Brendan 2021. Hobbyist Game Making Between Self-Exploitation and Self-Emancipation. – Olli Sotamaa; Jan Švelch (eds.), Game Production Studies. Amsterdam: Amsterdam University Press, 29–46.10.2307/j.ctv1hp5hqw.4 Search in Google Scholar

Kücklich, Julian 2005. ‘Precarious playbour: Modders and the digital games industry’. – Fibreculture, 5, 1. Search in Google Scholar

Lobato, Ramon; Thomas, Julian; Hunter, Dan 2013. Histories of user-generated content: Between formal and informal media economies. – Dan Hunter; Ramon Lobato; Megan Richardson; Julian Thomas (eds.), Amateur Media. New York: Routledge, 3–17. Search in Google Scholar

Metry, Mark 2017. ‘The Complete Beginner’s Guide to VR Development - Mark Metry. Medium. https://medium.com/@markmetry/the-complete-beginners-guide-to-vr-development-42c137d0e455 (7 June 2022). Search in Google Scholar

Microsoft to acquire Activision Blizzard to bring the joy and community of gaming to everyone, across every device 2022. https://news.microsoft.com/2022/01/18/microsoft-to-acquire-activision-blizzard-to-bring-the-joy-and-community-of-gaming-to-everyone-across-every-device/ (7 June 2022). Search in Google Scholar

Mystakidis, Stylianos 2022. ‘Metaverse’. – Encyclopedia 2, 1, 486–497.10.3390/encyclopedia2010031 Search in Google Scholar

Nakamura, Lisa 2020. ‘Feeling good about feeling bad: Virtuous virtual reality and the automation of racial empathy’. – Journal of Visual Culture 19, 1, 47–64.10.1177/1470412920906259 Search in Google Scholar

Nevelsteen, Kim J. L. 2018. ‘Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse’. – Computer Animation and Virtual Worlds, 29, 1, e1752. Search in Google Scholar

‘Oculus Rift: Step Into the Game 2012’. Kickstarter. www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/description (7 June 2021). Search in Google Scholar

Oh, Hyung J.; Kim, Junghwan; Chang, Jeongheon J. C.; Park, Nohil; Lee, Sangrock 2022. ‘Social benefits of living in the metaverse: The relationships among social presence, supportive interaction, social self-efficacy, and feelings of loneliness’. – Computers in Human Behavior, 139, 107498.10.1016/j.chb.2022.107498 Search in Google Scholar

Ondrejka, Cory 2006. Escaping the Gilded Cage: ‘User Created Content and Building the Metaverse.’ – Jack M. Balkan, Beth Simone Noveck (eds.), The State of Play: Law, Games, and Virtual Worlds. New York: New York University Press, 158–179.10.18574/nyu/9780814739075.003.0012 Search in Google Scholar

Park, Sang-Min; Kim, Young-Gab 2022. ‘A metaverse: Taxonomy, components, applications, and open challenges’. – IEEE Access 10, 4209–4251.10.1109/ACCESS.2021.3140175 Search in Google Scholar

Pereira, L. S.; Bernardes, M. M. E. S. 2021. ‘Modding as game development: Investigating the influences over how mods are made’. – Journal of Gaming & Virtual Worlds, 13, 2, 151–172. Search in Google Scholar

Phillips, Amanda 2020. Gamer Trouble. New York.10.18574/nyu/9781479870103.001.0001 Search in Google Scholar

Poell, Thomas; Nieborg, David B.; Duffy, Brooke E. 2021. Platforms and Cultural Production. Cambridge. Search in Google Scholar

Postigo, Hector 2010. ‘Modding to the big leagues: Exploring the space between modders and the game industry’. – First Monday, 15, 5.10.5210/fm.v15i5.2972 Search in Google Scholar

Ratan, Rabindra; Lei, Yiming 2021. ‘What is the metaverse? 2 media and information experts explain’. – The Conversation. http://theconversation.com/what-is-the-metaverse-2-media-and-information-experts-explain-165731 (7 June 2022). Search in Google Scholar

van der Graaf, Shenja 2017. ComMODify: User Creativity at the Intersection of Commerce and Community. Cham. van der Merwe, David 2021. ‘The Metaverse as Virtual Heterotopia’ – 3rd World Conference on Research in Social Sciences 1–11.10.1007/978-3-319-61500-4 Search in Google Scholar

Wiederhold, Brenda K. 2022. ‘Ready (or not) player one: Initial musings on the metaverse’. – Cyberpsychology, Behavior and Social Networking, 25, 1, 1–2. Search in Google Scholar

Zyda, Michael 2022. ‘Let’s rename everything “the metaverse!”’. – Computer 55, 3, 124–129.10.1109/MC.2021.3130480 Search in Google Scholar