This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation's digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodification of leisure and play. I put this crisis of play and work in dialogue with Harvey's (2004) concept of "accumulation by dispossession", firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work.
To critically engage with the political economy of platformization, this article builds on the concepts of platform capitalism and platform imperialism to situate platforms within wider historical, economic, and spatial trajectories. To investigate if platformization leads to the geographical redistribution of capital and power, we draw on the Canadian instance of Apple’s iOS App Store as a case study. App stores are situated in a complex ecosystem of markets, infrastructures, and governance models that the disparate fields of business studies, critical political economy of communications, and platform studies have begun to catalog. Through a combination of financial and institutional analysis, we ask if Canadian game app developers are effective in generating revenue within their own national App Store. Given Canada’s vibrant game industry one would expect Canadian developers to have a sizable economic footprint in the burgeoning app economy. Our results, however, point toward the US digital dominance and, therefore, we suggest the notion of app imperialism to signal the continuation, if not reinforcement of existing instances of economic inequalities and imperialism.
This article investigates the origin, circulation and consumption of a new commodity – the “battle pass” – in the complex ludic economies of contemporary digital games. The article dives deep into the history and political economy of battle royale shooters and the game Apex Legends (2019), a free-to-play example of the genre monetized in part by a battle pass. Inspired and in dialogue with Nieborg and Poell’s (2018) theory of platformization, this article asks questions related to how digital games like this operationalize their status as ‘contingent commodities’. The article then engages in an ‘app walk-through’ ( Light et al., 2018 ) of Apex Legends, analysing its vision, operating model and governance. The focus here is on revealing the ‘mediator characteristics’ that structure in-game commodities like avatar skins, loot boxes and the battle pass. There is then a discussion and theorization of these monetization strategies and the industry-wide tendencies for consumerism they signal. A key takeaway is that digital consumption in games is at once both easy to ‘see’ but also highly abstracted, making it very difficult to pull apart what people are actually consuming when they engage with the monetization layer of contemporary digital games.
This article brings distinct strands of the political economy of communication and economic geography together in order to theorise the role digital technologies play in Marxian crisis theory. Capitalist advances into digital spaces do not make the law of value obsolete, but these spaces do offer new methods for displacing overaccumulated capital, increasing consumption, or accumulating new, cheaper labour. We build on David Harvey's theory of the spatial fix to describe three digital spatial fixes, fixed capital projects that use the specific properties of digital spaces to increase the rate of profit, before themselves becoming obstacles to the addictive cycle of accumulation: the primitive accumulation of time in the social Web, the annihilation of time by space in high-frequency trading, and affect rent in virtual worlds. We conclude by reflecting on how these digital spatial fixes also fix the tempo of accumulation and adjust the time-scale of Marxian crisis theory.
This commentary discusses the political economy of apps. The authors found that Canadian-made game apps are notably absent in the Canadian App Store. This should be both worrying and surprising, as Canada has a relatively sizable game industry. While policy conversations on digital transformation focus on emerging technology, the authors point toward the power and politics of digital platforms as one of the key issues preventing growth in the Canadian digital economy.Ce commentaire discute de l’économie politique des applications. Les auteurs ont observé que les applis de jeu fabriqués au Canada sont absents de l’App Store canadien. Cette situation devrait surprendre et inquiéter, puisque le Canada a une industrie du jeu relativement grande. Les conversations sur les politiques relatives à la transformation numérique portent en grande partie sur les technologies émergentes, mais les auteurs tiennent à souligner que le pouvoir et les politiques relatifs aux plateformes numériques sont parmi les raisons clés pour lesquelles l’économie numérique au Canada ne croît pas autant qu’elle le pourrait.
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