Kerr, Aphra (2021) The Circulation Game: shifting production logics and circulation moments in the digital games industry. In: Digital Media Distribution: Portals, Platforms and Pipelines. Critical Cultural Communication . New York University, New York, pp. 107-125. ISBN 9781479806782
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Abstract
Over the last two decades digital game companies have had to compete against internet companies, grapple with online distribution and rethink games as a free to play service. Change came incrementally. In this chapter I will first briefly outline the production logics approach and then introduce the key production logics in the digital games industry, including adaptations and new logics. The final section will focus on three moments of circulation in contemporary production logics, namely: the influence of implicit user data on professional content production, the role of community managers in supporting online communities, and finally the development of live performance forms of user generated content. The chapter is informed by two decades of projects examining the circuits of production in the digital games industry in Europe.
Item Type: | Book Section |
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Additional Information: | This is the preprint version of the published chapter. |
Keywords: | production logics; circulation moments; digital games industry; implicit user data; professional content production; online communities; live performance forms; |
Academic Unit: | Faculty of Social Sciences > Research Institutes > Maynooth University Social Sciences Institute, MUSSI Assisting Living & Learning,ALL institute Faculty of Social Sciences > Sociology |
Item ID: | 15087 |
Depositing User: | Prof. Aphra Kerr |
Date Deposited: | 03 Dec 2021 15:59 |
Publisher: | New York University |
Refereed: | Yes |
Related URLs: | |
URI: | https://mural.maynoothuniversity.ie/id/eprint/15087 |
Use Licence: | This item is available under a Creative Commons Attribution Non Commercial Share Alike Licence (CC BY-NC-SA). Details of this licence are available here |
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