Procedures of Commodification: Case Livestock Welfare




Sami Torssonen

PublisherSage

2017

Simulation and Gaming

48

4

498

512

15

1046-8781

1552-826X

DOIhttps://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.



Last updated on 2024-26-11 at 22:35