Normalizing player surveillance through video game infographics
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F24%3A10454608" target="_blank" >RIV/00216208:11230/24:10454608 - isvavai.cz</a>
Výsledek na webu
<a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=EjOKPm4e6F" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=EjOKPm4e6F</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1177/14614448221097889" target="_blank" >10.1177/14614448221097889</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Normalizing player surveillance through video game infographics
Popis výsledku v původním jazyce
As video game production is becoming increasingly data-driven, player surveillance shapes the everyday realities of users and developers. Remote online tracking and the resulting optimization and governance of in-game activity subscribe to the Big Data methodology as a way of accounting for entire player populations. By design, player surveillance serves the interests of developers and publishers, who have exclusive access to this proprietary data. Yet, discursively, these parties attempt to present surveillance as a mutually beneficial endeavor aimed at improving video games. A part of this strategy is the video game industry's selective information disclosure, which I explore empirically on the example of telemetry infographics. Based on a thematic analysis of 200 infographics from 127 games, I show how publicly disseminated infographics contribute to the normalization of player surveillance by presenting it as a source of harmless trivia to be collected and shared by fans and the specialized press.
Název v anglickém jazyce
Normalizing player surveillance through video game infographics
Popis výsledku anglicky
As video game production is becoming increasingly data-driven, player surveillance shapes the everyday realities of users and developers. Remote online tracking and the resulting optimization and governance of in-game activity subscribe to the Big Data methodology as a way of accounting for entire player populations. By design, player surveillance serves the interests of developers and publishers, who have exclusive access to this proprietary data. Yet, discursively, these parties attempt to present surveillance as a mutually beneficial endeavor aimed at improving video games. A part of this strategy is the video game industry's selective information disclosure, which I explore empirically on the example of telemetry infographics. Based on a thematic analysis of 200 infographics from 127 games, I show how publicly disseminated infographics contribute to the normalization of player surveillance by presenting it as a source of harmless trivia to be collected and shared by fans and the specialized press.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50802 - Media and socio-cultural communication
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
New Media and Society
ISSN
1461-4448
e-ISSN
1461-7315
Svazek periodika
26
Číslo periodika v rámci svazku
6
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
19
Strana od-do
3127-3145
Kód UT WoS článku
000811038000001
EID výsledku v databázi Scopus
2-s2.0-85131736046