Get 20M+ Full-Text Papers For Less Than $1.50/day. Start a 14-Day Trial for You or Your Team.

Learn More →

Gaming the System: Playbour, Production, Promotion, and the Metaverse

Gaming the System: Playbour, Production, Promotion, and the Metaverse AbstractAs much as tech giants like Microsoft and Meta promote the metaverse as a new haven for social connection and enterprise, popular and academic presses credit the development of persistent virtual worlds that underlie the emerging space to digital gamemakers. This paper argues gaming’s centrality to the metaverse, upon which its hardware, controls, distribution platforms, economic models, and even socio-cultural attributes rely. Building on research into early adopters of virtual reality, it examines a “playbor production system” that solidifies hardware and software providers in both immersive media and the metaverse’s ecosystems by capitalizing on gamers’ and enthusiasts’ labor. The paper concludes that such models epitomize endemic concerns in the evolution of virtual worlds, economics, and technologies contingent upon imbalanced power structures between producers, providers, and consumers. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Baltic Screen Media Review de Gruyter

Gaming the System: Playbour, Production, Promotion, and the Metaverse

Baltic Screen Media Review , Volume 10 (2): 10 – Dec 1, 2022

Loading next page...
 
/lp/de-gruyter/gaming-the-system-playbour-production-promotion-and-the-metaverse-zj20jxBGB0

References (19)

Publisher
de Gruyter
Copyright
© 2022 Maxwell Foxman, published by Sciendo
eISSN
2346-5522
DOI
10.2478/bsmr-2022-0017
Publisher site
See Article on Publisher Site

Abstract

AbstractAs much as tech giants like Microsoft and Meta promote the metaverse as a new haven for social connection and enterprise, popular and academic presses credit the development of persistent virtual worlds that underlie the emerging space to digital gamemakers. This paper argues gaming’s centrality to the metaverse, upon which its hardware, controls, distribution platforms, economic models, and even socio-cultural attributes rely. Building on research into early adopters of virtual reality, it examines a “playbor production system” that solidifies hardware and software providers in both immersive media and the metaverse’s ecosystems by capitalizing on gamers’ and enthusiasts’ labor. The paper concludes that such models epitomize endemic concerns in the evolution of virtual worlds, economics, and technologies contingent upon imbalanced power structures between producers, providers, and consumers.

Journal

Baltic Screen Media Reviewde Gruyter

Published: Dec 1, 2022

There are no references for this article.