Playbor
Playbour (sometimes spelled playbor) is a hybrid form of play and labour, specifically in the digital games industry. History The term was coined by Julian Kücklich in 2005 in his article ''Precarious playbour: Modders and the digital games industry.'' Kücklich describes playbour as a type of free labour that fits neither traditional definitions of work nor the categories of play or leisure. Kücklich argues that the labor of gaming and the work that gamers put in to modifying the games they play should be recognized as labor that produces capital for others. Nevertheless, forms of playbour are often incorrectly perceived as being just an extension of play. Playbour is also sometimes categorized as a part of the gamification of society in general. While the term playbour itself is a relatively new invention, the phenomena it concerns – those of productive leisure and free labour in the digital games industry – have been around at least since the late 1990s. Kücklich st ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Work As Play
Work as play is the concept of a qualitative change in human work activity. An idea does not have a single author, but is present in studies and culture. Work is usually perceived as an external obligation and play as an internal compulsion. Consequently, turning work into play is seen as the solution to the alienation of labor. Nowadays, play is increasingly integrated into human labor activities. This approach is called gamification as applied to work. Anarchism American anarchist Bob Black, in his essay ''The Abolition of Work'' called for the complete abolition of labor. The method of achieving this goal is "turning work into play". Psychology According to Mihaly Csikszentmihalyi, a broad understanding of what constitutes a game can include work. In addition, the factors for achieving a flow state desirable for labor activity are obvious characteristic of a game situation. A 2019 study showed that those who view their content creation as work had the highest levels of a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Digital Games Industry
The video game industry is the tertiary and quaternary sectors of the entertainment industry that specialize in the development, marketing, distribution, monetization, and consumer feedback of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niche to mainstream. , video games generated annually in global sales. In the US, the industry earned about in 2007, in 2008, and 2010, according to the ESA annual report. Research from Ampere Analysis indicated three points: the sector has consistently grown since at least 2015 and expanded 26% from 2019 to 2021, to a record ; the global games and services market is forecast to shrink 1.2% annually to in 2022. The industry has influenced the technological advancement of personal computers through sound cards, graphics cards and 3D graphic accelerators, CPUs, and co-processors like PhysX. Sound cards, for example, were originally developed for g ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Intellectual Property
Intellectual property (IP) is a category of property that includes intangible creations of the human intellect. There are many types of intellectual property, and some countries recognize more than others. The best-known types are patents, copyrights, trademarks, and trade secrets. The modern concept of intellectual property developed in England in the 17th and 18th centuries. The term "intellectual property" began to be used in the 19th century, though it was not until the late 20th century that intellectual property became commonplace in most of the world's List of national legal systems, legal systems."property as a common descriptor of the field probably traces to the foundation of the World Intellectual Property Organization (WIPO) by the United Nations." in Mark A. Lemley''Property, Intellectual Property, and Free Riding'', Texas Law Review, 2005, Vol. 83:1031, page 1033, footnote 4. Supporters of intellectual property laws often describe their main purpose as encouragin ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Labor
Labour or labor may refer to: * Childbirth, the delivery of a baby * Labour (human activity), or work ** Manual labour, physical work ** Wage labour, a socioeconomic relationship between a worker and an employer ** Organized labour and the labour movement, consisting principally of labour unions ** Labour Party or Labor Party, a name used by several political parties Literature * ''Labor'' (journal), an American quarterly on the history of the labor movement * '' Labour/Le Travail'', an academic journal focusing on the Canadian labour movement * ''Labor'' (Tolstoy book) or ''The Triumph of the Farmer or Industry and Parasitism'' (1888) Places * La Labor, Honduras * Labor, Koper, Slovenia Other uses * ''Labour'' (song), 2023 single by Paris Paloma * ''Labor'' (album), a 2013 album by MEN * Labor (area), a Spanish customary unit * "Labor", an episode of TV series '' Superstore'' * Labour (constituency), a functional constituency in Hong Kong elections * Labors, fictional ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Participatory Culture
Participatory culture, an opposing concept to consumer culture, is a culture in which private individuals (the public) do not act as consumers only, but also as contributors or producers (prosumers). The term is most often applied to the production or creation of some type of published media. Overview Recent advances in technologies (mostly personal computers and the Internet) have enabled private persons to create and publish such media, usually through the Internet. Since technology now enables new forms of expression and engagement in public discourse, participatory culture not only supports individual creation but also informal relationships that pair novices with experts.Jenkins, Henry, Puroshotma, Ravi, Clinton, Katherine, Weigel, Margaret, & Robison, Alice J. (2005). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, available at http://www.newmedialiteracies.org/wp-content/uploads/pdfs/NMLWhitePaper.pdf. Retrieved on 2/4/2013. Thi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Modding
Modding (from "modifying") is the act of modifying hardware, software, or anything else to perform a function not originally intended by the designer, or to achieve bespoke specification or appearance. The term is often used in reference to video game modding, particularly in regard to creating new or altered content and sharing that via the web. It may be applied to the overclocking of computers in order to increase the frequency at which the CPU operates. Case modding is a popular activity amongst many computer enthusiasts which involves the customization of a computer case or the installation of water cooling technology. In connection with automobiles, modding can connote engine tuning, remapping of a vehicle's engine control unit or customization of the coachwork. Computers and digital equipment Legal issues Modding may sometimes infringe the legal rights of the copyright owner. Some nations have laws prohibiting modding and accuse modders of attempting to overcome copy ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Gamification
Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and participation through the use of game mechanics such as points, badges, leaderboards and rewards. It is a component of system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, usability, usefulness of systems, physical exercise, tailored interactions and icebreaker activities in dating apps, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Gamification can be achi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Patreon
Patreon (, ) is a monetization platform operated by Patreon, Inc., that provides business tools for content creators to run a subscription service and sell digital products. It helps artists and other creators earn a recurring income by providing rewards and perks to its subscribers. Patreon charges a commission of 8 to 12 percent of creators' monthly income, in addition to payment processing fees. Patreon is used by writers, videographers, webcomic artists, video game developers, podcasters, musicians, adult content creators, and other kinds of creators who post regularly online. It allows artists to receive funding directly from their fans, or patrons, on a recurring basis or per work of art. The company is based in San Francisco. History Patreon, Inc., was co-founded in May 2013 by developer Sam Yam and musician Jack Conte, who was looking for a way to make a living from his YouTube videos. It developed a platform that allowed 'patrons' to pay a set amount of money ever ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Social Media
Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongst virtual communities and Network virtualization, networks. Common features include: * Online platforms enable users to create and share content and participate in social networking. * User-generated content—such as text posts or comments, digital photos or videos, and data generated through online interactions. * Service-specific profiles that are designed and maintained by the List of social networking services, social media organization. * Social media helps the development of online social networks by connecting a User profile, user's profile with those of other individuals or groups. The term ''social'' in regard to media suggests platforms enable communal activity. Social media enhances and extends human networks. Users access so ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Brand
A brand is a name, term, design, symbol or any other feature that distinguishes one seller's goods or service from those of other sellers. Brands are used in business, marketing, and advertising for recognition and, importantly, to create and store value as brand equity for the object identified, to the benefit of the brand's customers, its owners and shareholders. Brand names are sometimes distinguished from Generic brand, generic or store brands. The practice of branding—in the original literal sense of marking by burning—is thought to have begun with the ancient Egyptians, who are known to have engaged in livestock branding and branded slaves as early as 2,700 BCE. Branding was used to differentiate one person's cattle from another's by means of a distinctive symbol burned into the animal's skin with a hot branding iron. If a person stole any of the cattle, anyone else who saw the symbol could deduce the actual owner. The term has been extended to mean a strategic person ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Video Game Culture
Video game culture or gaming culture a worldwide subculture formed by video game enthusiasts. As video games have grown more sophisticated, accessible, and popular over time, they have significantly influenced popular culture, particularly among adolescents and young adults. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has additionally led to an increase in the female demographic that play video games. Notably, the COVID-19 pandemic has contributed to a significant increase in video game engagement as well. People who regularly play video games often identify as ''" gamers"'', a term that can be defined as players who enjoys casual gaming, to passionate enthusiasts and professional gaming competitors. As video games become more social with multiplayer and online features, gamers find themselves in growing interconnected social networks. Playing video games can be for both entertainment and competition, as the tren ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Gamification
Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and participation through the use of game mechanics such as points, badges, leaderboards and rewards. It is a component of system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, usability, usefulness of systems, physical exercise, tailored interactions and icebreaker activities in dating apps, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Gamification can be achi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |