2021
DOI: 10.1177/15554120211014151
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The Industry of Landlords: Exploring the Assetization of the Triple-A Game

Abstract: The monetization of the modern Triple-A game has undergone severe changes, as free-to-play revenue models and game as a service distribution strategy have become standard for game developers. To date, the established tradition of the industry’s political–economic analysis focused on the value extraction and user exploitation of video game as a cultural commodity, centered on the video game as generating value through the selling of boxed or digital units. In this article, we present a new analytical framework … Show more

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Cited by 15 publications
(11 citation statements)
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References 39 publications
(60 reference statements)
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“…Building on Sadowski (2019) and Birch and Cochrane (2022), I argue that lead firms are orchestrators of rentier relations ‘that bring users into the respective enclaves where they can be monetised’ (p. 6). Rentier relations can be defined as economic transactions ‘where rentiers capture revenue from providing access to digital assets’ (Bernevega and Gekker, 2022: 51). The notion of rentier relations captures that lead firms in neural production networks are proprietors of computational infrastructures without which other actors could not use AI.…”
Section: Lead Firms In Neural Production Network: Amazon Google Micro...mentioning
confidence: 99%
See 1 more Smart Citation
“…Building on Sadowski (2019) and Birch and Cochrane (2022), I argue that lead firms are orchestrators of rentier relations ‘that bring users into the respective enclaves where they can be monetised’ (p. 6). Rentier relations can be defined as economic transactions ‘where rentiers capture revenue from providing access to digital assets’ (Bernevega and Gekker, 2022: 51). The notion of rentier relations captures that lead firms in neural production networks are proprietors of computational infrastructures without which other actors could not use AI.…”
Section: Lead Firms In Neural Production Network: Amazon Google Micro...mentioning
confidence: 99%
“…In recent years, a range of scholars has argued that we witness a dissolution of the commodity form in certain industries – a development that coincides with changing cultural practices. Bernevega and Gekker (2022) argue that modern video games, such as the highly successful free-to-play online game Fortnite, are ‘neither produced nor monetized as a commodity’ (p. 53). Instead, game studios aim to extract value from micro-transactions, whereby players buy virtual assets to equip their avatars with fancy clothes or eccentric hairstyles.…”
Section: Conclusion: the Ramifications Of Neural Production Networkmentioning
confidence: 99%
“…Examples of triple A games are "World of Warcraft" from Blizzard, "FIFA" from EA Sports or "Tomb Raider" from Ubisoft and Square Enix. These firms and their popular games also received the most research coverage in the past (Cohendet and Simon, 2007;Tschang, 2007;Huntemann and Aslinger, 2016;Bernevega and Gekker, 2021).…”
Section: Empirical Fieldmentioning
confidence: 99%
“…Chiming with common scholarly understandings of platforms and data (see e.g. Sadowski, 2020; Srnicek, 2017), data generated through user interactions is framed as a source of continual value – (see Sadowski, 2020; Bernevega and Gekker, 2021). In this way, metrics work to make the attention and engagement of videogame audiences a discrete and measurable object.…”
Section: Metrics Commensuration and Digital Advertisingmentioning
confidence: 99%
“…For example, scholarship has focused on how videogames discretise player activity in the forms of data interfaces, marketed a means for improvement of one’s skill, theorized to keep users enrolled platform ecosystems. Relatedly, the servitization of games has led to game developers capturing large volumes of commensurated player activity as data (Bernevega and Gekker, 2021), the means through which players are made saleable to advertisers.…”
Section: Commensurationmentioning
confidence: 99%