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ComMODify = User Creativity at the I...
~
van der Graaf, Shenja.
ComMODify = User Creativity at the Intersection of Commerce and Community /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
ComMODify/ by Shenja van der Graaf.
其他題名:
User Creativity at the Intersection of Commerce and Community /
作者:
van der Graaf, Shenja.
面頁冊數:
XI, 182 p. 9 illus., 7 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
Mass media. -
電子資源:
https://doi.org/10.1007/978-3-319-61500-4
ISBN:
9783319615004
ComMODify = User Creativity at the Intersection of Commerce and Community /
van der Graaf, Shenja.
ComMODify
User Creativity at the Intersection of Commerce and Community /[electronic resource] :by Shenja van der Graaf. - 1st ed. 2018. - XI, 182 p. 9 illus., 7 illus. in color.online resource. - Dynamics of Virtual Work. - Dynamics of Virtual Work.
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.
ISBN: 9783319615004
Standard No.: 10.1007/978-3-319-61500-4doiSubjects--Topical Terms:
556421
Mass media.
LC Class. No.: HM1206-1211
Dewey Class. No.: 302.23
ComMODify = User Creativity at the Intersection of Commerce and Community /
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