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Free Play: Games, Labor, and the Negotiation of Value on the Internet
Free Play: Games, Labor, and the Negotiation of Value on the Internet
Free Play: Games, Labor, and the Negotiation of Value on the Internet

상세정보

자료유형  
 학위논문 서양
최종처리일시  
20250211152828
ISBN  
9798384054177
DDC  
384
저자명  
Welch, Tom.
서명/저자  
Free Play: Games, Labor, and the Negotiation of Value on the Internet
발행사항  
[Sl] : The University of Wisconsin - Madison, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
267 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-03, Section: A.
주기사항  
Advisor: Johnson, Derek.
학위논문주기  
Thesis (Ph.D.)--The University of Wisconsin - Madison, 2024.
초록/해제  
요약Since their inception, and for a variety of reasons, developers, creators, and designers have released video games for free. In particular, the creation of the internet enabled the free distribution of game commodities online. Platforms like bulletin board systems, Flash portals, and the app store further enabled free game development and distribution. Yet these games, their audiences, and the labor required to make them have received little academic attention in comparison to traditionally distributed games. This dissertation analyzes and historicizes free games online from the late 1980s to the early 2010s in order to ask why developers might release games for free, and what value might be generated from that method of distribution. It theorizes and explains the multiple valences of value that are generated from free game distribution. The main argument surrounding value in the context of free games is that while free distribution enables a wider variety of game development and opens play to a wider audience, free distribution also carries with it specific challenges such as online harassment and a lack of guaranteed that can impede developer success. Ultimately, this dissertation assumes an ambivalent epistemology to investigate how free online game distribution generates value that is both economic and non-economic, often manifesting in the form of affective, communal, or cultural values that are dependent on the particular social context under which the game is released, and which also often develop hand in hand with ideas of race, gender, and sexuality.Using a combination of discourse analysis, platform studies, critical media industry studies, and internet archival work, this dissertation merges the historical contextualization of free game platforms with a political economic analysis of their generation of a multiplicity of values both monetary and otherwise alongside a discursive and critical analysis of the games themselves, the circulation of social value surrounding them, and their implication in the affective lives of users and developers.
일반주제명  
Communication
일반주제명  
Gender studies
일반주제명  
Epistemology
일반주제명  
Film studies
키워드  
Internet studies
키워드  
Labor
키워드  
Media history
키워드  
New media
키워드  
Platform studies
키워드  
Video game studies
기타저자  
The University of Wisconsin - Madison Communication Arts
기본자료저록  
Dissertations Abstracts International. 86-03A.
전자적 위치 및 접속  
로그인 후 원문을 볼 수 있습니다.

MARC

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■035    ▼a(MiAaPQ)AAI31560362
■040    ▼aMiAaPQ▼cMiAaPQ
■0820  ▼a384
■1001  ▼aWelch,  Tom.
■24510▼aFree  Play:  Games,  Labor,  and  the  Negotiation  of  Value  on  the  Internet
■260    ▼a[Sl]▼bThe  University  of  Wisconsin  -  Madison▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a267  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-03,  Section:  A.
■500    ▼aAdvisor:  Johnson,  Derek.
■5021  ▼aThesis  (Ph.D.)--The  University  of  Wisconsin  -  Madison,  2024.
■520    ▼aSince  their  inception,  and  for  a  variety  of  reasons,  developers,  creators,  and  designers  have  released  video  games  for  free.  In  particular,  the  creation  of  the  internet  enabled  the  free  distribution  of  game  commodities  online.  Platforms  like  bulletin  board  systems,  Flash  portals,  and  the  app  store  further  enabled  free  game  development  and  distribution.  Yet  these  games,  their  audiences,  and  the  labor  required  to  make  them  have  received  little  academic  attention  in  comparison  to  traditionally  distributed  games.  This  dissertation  analyzes  and  historicizes  free  games  online  from  the  late  1980s  to  the  early  2010s  in  order  to  ask  why  developers  might  release  games  for  free,  and  what  value  might  be  generated  from  that  method  of  distribution.  It  theorizes  and  explains  the  multiple  valences  of  value  that  are  generated  from  free  game  distribution.  The  main  argument  surrounding  value  in  the  context  of  free  games  is  that  while  free  distribution  enables  a  wider  variety  of  game  development  and  opens  play  to  a  wider  audience,  free  distribution  also  carries  with  it  specific  challenges  such  as  online  harassment  and  a  lack  of  guaranteed  that  can  impede  developer  success.  Ultimately,  this  dissertation  assumes  an  ambivalent  epistemology  to  investigate  how  free  online  game  distribution  generates  value  that  is  both  economic  and  non-economic,  often  manifesting  in  the  form  of  affective,  communal,  or  cultural  values  that  are  dependent  on  the  particular  social  context  under  which  the  game  is  released,  and  which  also  often  develop  hand  in  hand  with  ideas  of  race,  gender,  and  sexuality.Using  a  combination  of  discourse  analysis,  platform  studies,  critical  media  industry  studies,  and  internet  archival  work,  this  dissertation  merges  the  historical  contextualization  of  free  game  platforms  with  a  political  economic  analysis  of  their  generation  of  a  multiplicity  of  values  both  monetary  and  otherwise  alongside  a  discursive  and  critical  analysis  of  the  games  themselves,  the  circulation  of  social  value  surrounding  them,  and  their  implication  in  the  affective  lives  of  users  and  developers.
■590    ▼aSchool  code:  0262.
■650  4▼aCommunication
■650  4▼aGender  studies
■650  4▼aEpistemology
■650  4▼aFilm  studies
■653    ▼aInternet  studies
■653    ▼aLabor
■653    ▼aMedia  history
■653    ▼aNew  media
■653    ▼aPlatform  studies
■653    ▼aVideo  game  studies
■690    ▼a0459
■690    ▼a0629
■690    ▼a0733
■690    ▼a0900
■690    ▼a0393
■71020▼aThe  University  of  Wisconsin  -  Madison▼bCommunication  Arts.
■7730  ▼tDissertations  Abstracts  International▼g86-03A.
■790    ▼a0262
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17164074▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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