El Presidente doświadcza. Mechanizmy kapitalizowania produktywności graczy w seriach „Tropico”, „Torchlight” oraz Diablo”

Autor

DOI:

https://doi.org/10.18778/2391-8551.02.01

Słowa kluczowe:

productivity, ideology, monetization, action-RPG, tycoon

Abstrakt

In popular economic discourse, productivity is the ratio of the value of manufactured goods to the initial input. In games, the input can be placed on the players’ side: players invest their time, financial resources, and cultural capital in order to achieve certain benefits, which are “produced “ in the course of the game. The status of this benefit is dependent on the context, but developers make such players’ productivity a key strategy used in promoting and maintaining a game and its fan base. The paper analyses three games: "Tropico III", "Diablo III" and "Torchlight II", in the context of ideological underpinnings of game mechanics that support the notions of using fan’s free labour, taking advantage of their non-game activities via the auction house and forcing them to internalize neo-colonial stance, respectively.

Biogram autora

Mateusz Felczak - Uniwersytet Jagielloński

doktorant Instytutu Sztuk Audiowizualnych UJ, członek Polskiego Towarzystwa Badania Gier. Zainteresowania naukowe: kapitalizm kognitywny, e-sporty, strategie odbioru oraz dystrybucji wysokobudżetowych gier wideo. Członek badawczo-artystycznej Grupy ETC, redaktor działu growego w czasopiśmie „EKRANy”. Stały współpracownik magazynu o muzyce współczesnej „Glissando”.

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Pobrania

Opublikowane

2015-01-01

Jak cytować

Felczak, M. (2015). El Presidente doświadcza. Mechanizmy kapitalizowania produktywności graczy w seriach „Tropico”, „Torchlight” oraz Diablo”. Replay. The Polish Journal of Game Studies, 2(1), 7–19. https://doi.org/10.18778/2391-8551.02.01

Numer

Dział

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