000824370 000__ 03064cam\a2200457Ii\4500 000824370 001__ 824370 000824370 005__ 20230306144118.0 000824370 006__ m\\\\\o\\d\\\\\\\\ 000824370 007__ cr\cn\nnnunnun 000824370 008__ 171102s2018\\\\sz\\\\\\ob\\\\001\0\eng\d 000824370 019__ $$a1008990088 000824370 020__ $$a9783319615004$$q(electronic book) 000824370 020__ $$a3319615009$$q(electronic book) 000824370 020__ $$z9783319614991 000824370 020__ $$z3319614991 000824370 035__ $$aSP(OCoLC)on1008962854 000824370 035__ $$aSP(OCoLC)1008962854$$z(OCoLC)1008990088 000824370 040__ $$aN$T$$beng$$erda$$epn$$cN$T$$dN$T$$dYDX$$dMERER$$dOCLCF$$dUAB$$dOCLCQ$$dFIE$$dU3W$$dSNK 000824370 049__ $$aISEA 000824370 050_4 $$aHF5548.32 000824370 08204 $$a658.8/72$$223 000824370 1001_ $$aGraaf, Shenja van der,$$eauthor. 000824370 24510 $$aComMODify :$$buser creativity at the intersection of commerce and community /$$cShenja van der Graaf. 000824370 264_1 $$aCham :$$bPalgrave Macmillan,$$c[2018] 000824370 264_4 $$c©2018 000824370 300__ $$a1 online resource 000824370 336__ $$atext$$btxt$$2rdacontent 000824370 337__ $$acomputer$$bc$$2rdamedia 000824370 338__ $$aonline resource$$bcr$$2rdacarrier 000824370 504__ $$aIncludes bibliographical references and index. 000824370 5050_ $$a1. Designing for Mod Development -- 2. Participation and Platformization at Play -- 3. Game Changer -- 4. Of Toolkits, Engines and Interfaces -- 5. Learning and the Imperative of Production in Mod Development -- 6. Second Life Between Participation and Competition -- 7. Commodify! And Beyond. 000824370 506__ $$aAccess limited to authorized users. 000824370 520__ $$aThis book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.--$$cProvided by publisher. 000824370 588__ $$aOnline resource; title from PDF title page (viewed November 2, 2017) 000824370 650_0 $$aElectronic commerce. 000824370 650_0 $$aDigital communications. 000824370 77608 $$iPrint version: $$z3319614991$$z9783319614991$$w(OCoLC)988283847 000824370 852__ $$bebk 000824370 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-319-61500-4$$zOnline Access$$91397441.1 000824370 909CO $$ooai:library.usi.edu:824370$$pGLOBAL_SET 000824370 980__ $$aEBOOK 000824370 980__ $$aBIB 000824370 982__ $$aEbook 000824370 983__ $$aOnline 000824370 994__ $$a92$$bISE