“设计的乏味。”游戏中内容创造者的制度化劳动作为一种服务模式:流放之路案例研究

M. Felczak
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引用次数: 0

摘要

本研究调查了与开发者和粉丝相关的内容创造者的工作,并以电子游戏《流放之路》为例研究了其在游戏即服务(GaaS)模式中的作用。该分析是基于对不同群体有抱负的内容创作者的深入、半结构化访谈,以及对从分销、流媒体和社交数字平台提取的数据的评估。内容创造者的制度化劳动受制于开发者策划的实时服务模式,其特征可能是交易性游戏、渴望无聊和玩弄市场的概念。这三个元素分别代表了游戏时间的商品化,用播放的画面代替实际的游戏,以及积极地塑造游戏中的经济。该研究承认,内容创造者对于采用GaaS模式的游戏的财务状况的贡献越来越重要,同时也提高了人们对与之相关的文化、经济、道德和健康问题的认识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“Tedious by Design.” Institutionalized Labor of Content Creators in the Game as a Service Model: The Path of Exile Case Study
This study investigates the work of content creators in relation to developers and fans, focusing on digital platforms in a case study of the video game Path of Exile which functions in the game as a service (GaaS) model. The analysis was based on in-depth, semi-structured interviews with a diverse group of aspiring content creators and on the assessment of data extracted from distribution, streaming, and social digital platforms. The institutionalized labor of content creators, which is subjugated to the live service model curated by the developers, could be characterized by the notions of transactional play, aspirational boredom, and gaming the markets. These three elements stand for the commodification of play time, substituting actual play with broadcasted footage, and actively shaping the in-game economy, respectively. The study acknowledges the rising importance of content creators as contributors to the financial well-being of a game employing the GaaS model, while raising awareness of the cultural, economic, ethical and health issues associated with it.
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