ComMODify

User Creativity at the Intersection of Commerce and Community
 
 
Palgrave Macmillan (Verlag)
  • erschienen am 24. August 2018
 
  • Buch
  • |
  • Softcover
  • |
  • 196 Seiten
978-3-319-87093-9 (ISBN)
 
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.
Softcover reprint of the original 1st ed. 2018
  • Englisch
  • Cham
  • |
  • Schweiz
Springer International Publishing
  • Für Beruf und Forschung
  • 2 s/w Abbildungen, 7 farbige Abbildungen
  • |
  • 7 Illustrations, color; 2 Illustrations, black and white; XI, 182 p. 9 illus., 7 illus. in color.
  • Höhe: 210 mm
  • |
  • Breite: 148 mm
  • |
  • Dicke: 10 mm
  • 261 gr
978-3-319-87093-9 (9783319870939)
10.1007/978-3-319-61500-4
weitere Ausgaben werden ermittelt

Shenja van der Graaf is a Senior Researcher at imec-SMIT, Vrije Universiteit Brussel, Belgium.

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 is a timely book, offering an empirically based and theoretically rich, critical approach to the role of platform development and user participation in the current ecosystem where platforms occupy a central role in the socioeconomic structure of media and communications, and where algorithms increasingly govern the organization of content. ... It is therefore a valuable contribution for those, from media and sociology as well as economy ... ." (Ana Jorge, Observatorio OBS, 2018)
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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