A1 Vertaisarvioitu alkuperäisartikkeli tieteellisessä lehdessä

Procedures of Commodification: Case Livestock Welfare




TekijätSami Torssonen

KustantajaSage

Julkaisuvuosi2017

JournalSimulation and Gaming

Vuosikerta48

Numero4

Aloitussivu498

Lopetussivu512

Sivujen määrä15

ISSN1046-8781

eISSN1552-826X

DOIhttps://doi.org/10.1177/1046878117706402


Tiivistelmä

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