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Games-as-a-service: Conflicted identities on the new front-line of video game development

As creative industries begin to experiment with service and subscriptions models, prior research suggests that such changes in production and consumption carry important implications for workers. Using the theoretical lens of occupational communities, this empirical study investigates the impact of...

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Detalles Bibliográficos
Autores principales: Dubois, Louis-Etienne, Weststar, Johanna
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9420891/
https://www.ncbi.nlm.nih.gov/pubmed/36052017
http://dx.doi.org/10.1177/1461444821995815
Descripción
Sumario:As creative industries begin to experiment with service and subscriptions models, prior research suggests that such changes in production and consumption carry important implications for workers. Using the theoretical lens of occupational communities, this empirical study investigates the impact of servitization—that is, the transition from a product to a service-dominant logic—on the identity of video game developers. It theorizes that service workers’ skills and mind-set, relationships with peers and players, internal and external reputation, as well as development principles and values all experience disruptions, leading to the emergence of a distinct identity.