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

Maxwell Foxman
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引用次数: 2

Abstract

Abstract As much as tech giants like Microsoft and Meta promote the metaverse as a new haven for social connection and enterprise, popular and academic presses credit the development of persistent virtual worlds that underlie the emerging space to digital gamemakers. This paper argues gaming’s centrality to the metaverse, upon which its hardware, controls, distribution platforms, economic models, and even socio-cultural attributes rely. Building on research into early adopters of virtual reality, it examines a “playbor production system” that solidifies hardware and software providers in both immersive media and the metaverse’s ecosystems by capitalizing on gamers’ and enthusiasts’ labor. The paper concludes that such models epitomize endemic concerns in the evolution of virtual worlds, economics, and technologies contingent upon imbalanced power structures between producers, providers, and consumers.
游戏系统:游戏时间、制作、推广和虚拟世界
就像微软和Meta等科技巨头将虚拟世界推广为社交联系和企业的新天堂一样,大众和学术出版社也将虚拟世界的发展归功于数字游戏开发者。本文认为游戏是虚拟世界的中心,它的硬件、控制、分销平台、经济模式甚至社会文化属性都依赖于此。在对虚拟现实早期采用者的研究基础上,它研究了一个“游戏生产系统”,通过利用游戏玩家和爱好者的劳动,巩固了沉浸式媒体和虚拟世界生态系统中的硬件和软件供应商。这篇论文的结论是,这些模型集中体现了虚拟世界、经济和技术发展的地方性问题,这些问题取决于生产者、提供者和消费者之间不平衡的权力结构。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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