Beteiligte: | |
---|---|
In: | Simulation & Gaming, 48, 2017, 4, S. 498-512 |
veröffentlicht: |
SAGE Publications
|
Medientyp: | Artikel, E-Artikel |
Umfang: | 498-512 |
---|---|
ISSN: |
1552-826X
1046-8781 |
DOI: | 10.1177/1046878117706402 |
veröffentlicht in: | Simulation & Gaming |
Sprache: | Englisch |
Schlagwörter: | |
Kollektion: | SAGE Publications (CrossRef) |
<jats:p> Background. No scholarship exists on videogames that commodify, or contribute to the emergence of objects of trade. Such games are prone to become increasingly common, however, since the popularity of commodification as a policy tool is on the rise. </jats:p><jats:p> Purpose. A procedures of commodification approach is proposed in this article for studying how videogames commodify. </jats:p><jats:p> Approach. The approach is based on a combination of classical economics and Ian Bogost’s established framework for studying videogame rhetoric. The resultant framework is suitable for analyzing whether, and how, a game participates in commodity circulation and production. </jats:p><jats:p> Results. The approach is applied comparatively to two games on livestock welfare production and consumption. </jats:p><jats:p> Conclusion. The results suggest that rhetorical analysis can be fruitfully combined with systemic social theory. </jats:p> |