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Autor(en): 
  • Shenja Van Der Graaf
  • ComMODify: User Creativity at the Intersection of Commerce and Community 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  November 2017  
    Genre:  Soziologie 
     
    B / Communication / Computer games—Programming / Computers and civilization / Computers and Society / Cultural Economics / Culture—Economic aspects / Economics
    ISBN:  9783319614991 
    EAN-Code: 
    9783319614991 
    Verlag:  Springer EN 
    Einband:  Gebunden  
    Sprache:  English  
    Serie:  Dynamics of Virtual Work  
    Dimensionen:  H 210 mm / B 148 mm / D  
    Gewicht:  3594 gr 
    Seiten:  182 
    Illustration:  XI, 182 p. 9 illus., 7 illus. in color., schwarz-weiss Illustrationen, farbige Illustrationen 
    Zus. Info:  EUDR exemption - product or manufacturing materials placed on the market prior to 31.12.2025. 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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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