ComMODify : user creativity at the intersection of commerce and community / Shenja van der Graaf.
2018
HF5548.32
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Can lend chapters, not whole ebooks
Details
Title
ComMODify : user creativity at the intersection of commerce and community / Shenja van der Graaf.
ISBN
9783319615004 (electronic book)
3319615009 (electronic book)
9783319614991
3319614991
3319615009 (electronic book)
9783319614991
3319614991
Published
Cham : Palgrave Macmillan, [2018]
Copyright
©2018
Language
English
Description
1 online resource
Call Number
HF5548.32
Dewey Decimal Classification
658.8/72
Summary
This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.-- Provided by publisher.
Bibliography, etc. Note
Includes bibliographical references and index.
Access Note
Access limited to authorized users.
Source of Description
Online resource; title from PDF title page (viewed November 2, 2017)
Available in Other Form
Print version: 9783319614991
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Table of Contents
1. Designing for Mod Development
2. Participation and Platformization at Play
3. Game Changer
4. Of Toolkits, Engines and Interfaces
5. Learning and the Imperative of Production in Mod Development
6. Second Life Between Participation and Competition
7. Commodify! And Beyond.
2. Participation and Platformization at Play
3. Game Changer
4. Of Toolkits, Engines and Interfaces
5. Learning and the Imperative of Production in Mod Development
6. Second Life Between Participation and Competition
7. Commodify! And Beyond.