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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
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author Dubois, Louis-Etienne
Weststar, Johanna
author_facet Dubois, Louis-Etienne
Weststar, Johanna
author_sort Dubois, Louis-Etienne
collection PubMed
description 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.
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spelling pubmed-94208912022-08-30 Games-as-a-service: Conflicted identities on the new front-line of video game development Dubois, Louis-Etienne Weststar, Johanna New Media Soc Articles 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. SAGE Publications 2021-03-02 2022-10 /pmc/articles/PMC9420891/ /pubmed/36052017 http://dx.doi.org/10.1177/1461444821995815 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by-nc/4.0/This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Articles
Dubois, Louis-Etienne
Weststar, Johanna
Games-as-a-service: Conflicted identities on the new front-line of video game development
title Games-as-a-service: Conflicted identities on the new front-line of video game development
title_full Games-as-a-service: Conflicted identities on the new front-line of video game development
title_fullStr Games-as-a-service: Conflicted identities on the new front-line of video game development
title_full_unstemmed Games-as-a-service: Conflicted identities on the new front-line of video game development
title_short Games-as-a-service: Conflicted identities on the new front-line of video game development
title_sort games-as-a-service: conflicted identities on the new front-line of video game development
topic Articles
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9420891/
https://www.ncbi.nlm.nih.gov/pubmed/36052017
http://dx.doi.org/10.1177/1461444821995815
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