行为资本:后马克思主义视角下的游戏和盈利

IF 0.9 3区 社会学 0 HUMANITIES, MULTIDISCIPLINARY
Semiotica Pub Date : 2023-09-01 DOI:10.1515/sem-2023-0124
Václav Janoščík
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引用次数: 0

摘要

如今最成功的游戏并不采用产品付费模式,而是采用复杂且激进的内容盈利模式(游戏邦注:如可下载内容、皮肤、游戏货币和市场、季节性通行证等)。虽然这已经被仔细研究过了,但这对游戏本身和游戏的经济化有进一步的影响。在我的论文中,我展示了这种策略如何创造一种概念上的新情况,在这种情况下,游戏可以被视为构成生殖劳动力和行为资本。换句话说,在这里玩游戏不仅代表着消费,也代表着这种消费的产生,因为这些游戏取得巨大成功的主要原因正是它们拥有庞大的玩家群体和有关其活动的数据。首先,我将《绝地求生:绝地求生》作为最成功的游戏盈利模式进行分析,并以此维持大量玩家和互动。我既关注经济动机,也关注为积极盈利而产生或定制的游戏玩法。后来,我为我的分析设定了一个理论背景,这个理论背景源于光资本主义话语(本身结合了马克思与后结构主义)和监视资本主义的概念。最后,我对行为资本的原始概念进行了系统化和定义,并尝试将艺术批评和游戏作为一种文化生产形式进行阐述,并列举了几个当代艺术的例子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Behavioral capital: gaming and monetization in post-marxist perspective
Abstract The most successful games today do not use a pay-for-product model, but involve complex and aggressive modes of monetizing their content (downloadable content, skins, in game currencies and markets, seasonal passes, etc.). While this has already been scrutinized, there are further consequences for games themselves and the economization of play. In my paper, I show how this strategy creates a conceptually novel situation, where playing can be considered to constitute reproductive labor-power and behavioral capital. In other words, playing here represents not only consumption but also the very production of such consumption, insofar as the main reason behind the massive success of these games is precisely their massive pool of players and data concerning their activity. Firstly, I analyse PUBG: Battlegrounds as an example of the most successful model of monetizing games and maintaining a large number of players and interaction. I focus both on the economic incentives as well as on the gameplay that is generated or tailored towards aggressive monetization. Later, I set a theoretical context for my analysis stemming from ludocapitalist discourse (itself combining Marx with poststructuralism) and the concept of surveillance capitalism. I conclude my text with a systematization and definition of my original concept of behavioral capital and an attempt to formulate art critique and usage of games as a form of cultural production exposing several examples from contemporary art.
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来源期刊
Semiotica
Semiotica Multiple-
CiteScore
1.30
自引率
37.50%
发文量
65
期刊介绍: Semiotica, the Journal of the International Association for Semiotic Studies, founded in 1969, appears in five volumes of four issues per year, in two languages (English and French), and occasionally in German. Semiotica features articles reporting results of research in all branches of semiotic studies, in-depth reviews of selected current literature in this field, and occasional guest editorials and reports. From time to time, Special Issues, devoted to topics of particular interest, are assembled by Guest Editors. The publishers of Semiotica offer an annual prize, the Mouton d"Or, to the author of the best article each year. The article is selected by an independent international jury.
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