Procedures of Commodification: Case Livestock Welfare
: Sami Torssonen
Publisher: Sage
: 2017
: Simulation and Gaming
: 48
: 4
: 498
: 512
: 15
: 1046-8781
: 1552-826X
DOI: https://doi.org/10.1177/1046878117706402
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.
Purpose. A procedures of commodification approach is proposed in this article for studying how videogames commodify.
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.
Results. The approach is applied comparatively to two games on livestock welfare production and consumption.
Conclusion. The results suggest that rhetorical analysis can be fruitfully combined with systemic social theory.