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Productive play: The shift from responsible consumption to responsible production
Journal of Consumer Culture ( IF 2.390 ) Pub Date : 2021-03-22 , DOI: 10.1177/1469540521993922
Jennifer Whitson 1 , Martin French 2
Affiliation  

Regulatory approaches to games are organized by boundaries between game/not-game, game/gambling game, skilled/unskilled play, consumption/production. Perhaps more importantly, moral justifications for regulating gambling (and condemning digital games) are rooted in the idea that they consume our time and wages but give little in return. This article uses two case studies to show how these boundaries and justifications are now perforated and reconfigured by digital mediation. The case study of Daily Fantasy Sports (DFS) illustrates a contemporary challenge to rigid dichotomies between game/not game, skilled/unskilled play, and game/gambling game, demonstrating how regulation becomes deterritorialized as gambling moves out of state-regulated physical casinos and takes the form of networked, digital games. Our second case study of Pokémon Go approaches regulation from a different direction, complicating the rigid dichotomy between production/consumption in online networked play. We show how play is increasingly realized as productive in economic, social, physical, subjective and analytic registers, while at the same time, it is driven by gambling design imperatives, such as extending time-on-device. Pokémon Go exemplifies analytic productivity, a term we use to refer to the production of data flows that can be leveraged for a wide variety of purposes, including to predict, shape, and channel the behaviour of player populations, thereby generating multiple streams of revenue. Ultimately, both cases illustrate how digital games and gambling increasingly blur into each other, complicating the regulatory landscape.



中文翻译:

生产性游戏:从负责任的消费向负责任的生产的转变

游戏的管理方法是通过游戏/非游戏,游戏/赌博,熟练/非熟练游戏,消费/生产之间的界限来组织的。也许更重要的是,规范赌博(和谴责数字游戏)的道义依据植根于这样的观念:它们浪费了我们的时间和工资,却没有得到任何回报。本文使用两个案例研究来说明如何通过数字调解来穿孔和重新配置这些边界和理由。每日幻想体育(DFS)的案例研究说明了当代游戏/非游戏,技术/非技巧游戏和游戏/赌博游戏之间僵化的二元挑战,展示了随着赌博从州监管的实体赌场和赌场中撤出,监管如何变得地域化采取网络数字游戏的形式。我们的第二个案例研究《PokémonGo》从不同的方向进行监管,使在线网络游戏中生产/消费之间的僵化二分法复杂化。我们展示了游戏如何在经济,社会,物质,主观和分析记录中逐渐实现为生产性的,同时,它又受到赌博设计要求(例如延长设备使用时间)的驱动。神奇宝贝Go证明了分析效率,这是我们用来指代数据流产生的术语,可以将其用于多种目的,包括预测,塑造和引导玩家群体的行为,从而产生多种收益流。最终,这两种情况都说明了数字游戏和赌博如何越来越模糊地相互融合,使监管环境变得复杂。

更新日期:2021-03-23
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