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ComMODify [electronic resource] : User Creativity at the Intersection of Commerce and Community / by Shenja van der Graaf.

By: Contributor(s): Material type: TextTextSeries: Dynamics of Virtual WorkPublisher: Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2018Edition: 1st ed. 2018Description: XI, 182 p. 9 illus., 7 illus. in color. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783319615004
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 302.23
LOC classification:
  • HM1206-1211
Online resources:
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.
In: Springer Nature eBookSummary: 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.
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Holdings
Item type Home library Collection Call number Status Date due Barcode Item holds
E-Book E-Book Biblioteca Digital Colección SPRINGER 302.23 (Browse shelf(Opens below)) Not For Loan
Total holds: 0

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.

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.

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