Social Media + Society | |
Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form: | |
David B. Nieborg1  | |
关键词: political economy; apps; platforms; game industry; free-to-play; commodity form; | |
DOI : 10.1177/2056305115621932 | |
学科分类:社会科学、人文和艺术(综合) | |
来源: Sage Journals | |
【 摘 要 】
The goal of this article is to add a complementary perspective to the study of social network sites by surveying how the political economy of social media platforms relates to the structure of free-to-play games in their commodity form. Drawing on the theory of multisided markets and critical political economy, this article surveys the political economy of game apps and investigates how it is symbiotically related to the technological and economic logic underlying connective platforms operated by Google, Apple, Facebook, and Amazon. These social media platforms operate app stores that sustain the transformation of games as fixed, physically distributed products that follow a transaction logic, into digitally distributed, freely accessible, or âfree-to-playâ apps. Through a case study of the popular casual game Candy Crush Saga it is contended that the connective properties of social media platforms affect the form and format of game apps as cultural commodities. Candy Crush Saga developer King Digital Entertainment has been able to attract hundreds of millions of players and build a business model that combines the commodification of virtual items, connectivity, user attention, user data, and play. It is argued that the free-to-play commodity form comprises three commodity types: the product commodity, the âprosumer commodity,â and the player commodity. Furthermore, Candy Crush Sagaâs commodity form is structured by a platformed modality of cultural production and circulation and therefore embedded in the political economy of its host platform.
【 授权许可】
CC BY-NC
【 预 览 】
Files | Size | Format | View |
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RO201902022705560ZK.pdf | 118KB | download |