Digital labor turn: the impact of assetization in digital games
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F25%3A10503223" target="_blank" >RIV/00216208:11230/25:10503223 - isvavai.cz</a>
Výsledek na webu
<a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=~GNEpmTOZ7" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=~GNEpmTOZ7</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1080/15295036.2025.2547908" target="_blank" >10.1080/15295036.2025.2547908</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Digital labor turn: the impact of assetization in digital games
Popis výsledku v původním jazyce
Labor practices in digital games have been conceptualized as playbor, highlighting their exploited yet voluntary nature. As digital play increasingly converges with assetization, it is becoming more closely associated with labor activities. This article investigates emergent player labor practices in the digital game World of Warcraft (Blizzard Entertainment). It focuses on the practice of “boosting,” in which a player hires an organization to complete difficult team-based gameplay. Semi-structured interviews of players from the boosting organization Huokan reveal a highly optimized form of segregated work that has emerged from the game economy design. As a response, players adopt technological affordances of game-adjacent platforms to automate and “resist” gameplay perceived as toil. To push digital games as assets, they are increasingly made “tedious by design” through artificial barriers to prolong player retention. This approach marks a pivotal labor turn in digital games.
Název v anglickém jazyce
Digital labor turn: the impact of assetization in digital games
Popis výsledku anglicky
Labor practices in digital games have been conceptualized as playbor, highlighting their exploited yet voluntary nature. As digital play increasingly converges with assetization, it is becoming more closely associated with labor activities. This article investigates emergent player labor practices in the digital game World of Warcraft (Blizzard Entertainment). It focuses on the practice of “boosting,” in which a player hires an organization to complete difficult team-based gameplay. Semi-structured interviews of players from the boosting organization Huokan reveal a highly optimized form of segregated work that has emerged from the game economy design. As a response, players adopt technological affordances of game-adjacent platforms to automate and “resist” gameplay perceived as toil. To push digital games as assets, they are increasingly made “tedious by design” through artificial barriers to prolong player retention. This approach marks a pivotal labor turn in digital games.
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
S - Specificky vyzkum na vysokych skolach<br>I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2025
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Critical Studies in Media Communication
ISSN
1529-5036
e-ISSN
1479-5809
Svazek periodika
42
Číslo periodika v rámci svazku
3-4
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
15
Strana od-do
303-317
Kód UT WoS článku
001581737900001
EID výsledku v databázi Scopus
2-s2.0-105017410500