Bibliographic Details
Authors and Corporations: Torssonen, Sami
In: Simulation & Gaming, 48, 2017, 4, p. 498-512
published:
SAGE Publications
Media Type: Article, E-Article

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further information
Physical Description: 498-512
ISSN: 1552-826X
1046-8781
DOI: 10.1177/1046878117706402
published in: Simulation & Gaming
Language: English
Subjects:
Collection: SAGE Publications (CrossRef)
Table of Contents

<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>