ComMODify: User Creativity at the Intersection of Commerce and Community: Dynamics of Virtual Work
Autor Shenja van der Graafen Limba Engleză Hardback – 16 noi 2017
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.
Toate formatele și edițiile | Preț | Express |
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Paperback (1) | 322.09 lei 38-44 zile | |
Springer International Publishing – 24 aug 2018 | 322.09 lei 38-44 zile | |
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Springer International Publishing – 16 noi 2017 | 379.14 lei 6-8 săpt. |
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Specificații
ISBN-13: 9783319614991
ISBN-10: 3319614991
Pagini: 198
Ilustrații: XI, 182 p. 9 illus., 7 illus. in color.
Dimensiuni: 148 x 210 mm
Greutate: 0.47 kg
Ediția:1st ed. 2018
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Seria Dynamics of Virtual Work
Locul publicării:Cham, Switzerland
ISBN-10: 3319614991
Pagini: 198
Ilustrații: XI, 182 p. 9 illus., 7 illus. in color.
Dimensiuni: 148 x 210 mm
Greutate: 0.47 kg
Ediția:1st ed. 2018
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Seria Dynamics of Virtual Work
Locul publicării:Cham, Switzerland
Cuprins
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.
Recenzii
“This is a timely book, offering an empirically based and theoretically rich, critical approach to the role of platform development and user participation in the current ecosystem where platforms occupy a central role in the socioeconomic structure of media and communications, and where algorithms increasingly govern the organization of content. … It is therefore a valuable contribution for those, from media and sociology as well as economy … .” (Ana Jorge, Observatorio OBS, 2018)
Notă biografică
Shenja van der Graaf is a Senior Researcher at imec-SMIT, Vrije Universiteit Brussel, Belgium.
Textul de pe ultima copertă
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 learnmore about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.
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 learnmore about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.
Caracteristici
Provides empirical analyses of user design capabilities within the online virtual world Second Life Uses game modding as a conceptual focus Investigates the 'participatory turn' of digital technologies