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|Other Titles: ||Player as labor: commodification, structuration, and online game player.|
|Authors: ||洪銘成;Hong, Ming-chen|
|Keywords: ||線上遊戲;【魔獸世界】;商品化;結構化;玩家;勞動;Online Game;World of Warcraft;Commodification;Structuration;Labor;Player|
|Issue Date: ||2010-01-11 05:17:26 (UTC+8)|
Online game has developed into a prosperous entertainment industry, and also caused many considerable social issues. Online game players are widely regarded as indulging in playing game, however, their real experiences are much more complicated. Indeed, players can have pleasures in playing online game while at the same time, they are also constrained by the structure of online game.
Taking critical political economy of communication as research approach, the thesis aims to explore the relationship between online game and players. Firstly, by applying the theoretical framework of ‘commodification’ as start point, the operational structure of online game and how the players are constrained. Secondly, as the players are also social actors that having their own agency, the dialectical relationship between the online game industrial structure and the players is examined by referring to the concept of ‘structuration’. For completing these inquiries, the most popular and largest online game in the global market, ‘World of Warcraft’ (WoW), is selected as the case being studied.
The thesis concludes that the players are transformed into labors who produce the commodities and surplus values for the online game capitals. On the one hand, the players are voluntary to participate in the production processes, but on the other hand, they are ‘stuck’ on the processes by the mutual sanction among players. The players are willing to labor but also are constrained and exploited. There is a dialectic, contradictory and cooperative relationship between the player and the capital.
|Appears in Collections:||[大眾傳播學系暨研究所] 學位論文|
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