rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: ComMODify
    sub title: User Creativity at the Intersection of Commerce and Community
  name:
    name part: van der Graaf, Shenja.
    role:
      role term: creator
    role:
      role term: author.
    role:
      role term: aut
    role:
      role term: http://id.loc.gov/vocabulary/relators/aut
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: gw
    date issued: 2018
    edition: 1st ed. 2018.
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: XI, 182 p. 9 illus., 7 illus. in color. online resource.
  abstract: This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.
  table of contents: 1. Designing for Mod Development -- 2. Participation and Platformization at Play -- 3. Game Changer -- 4. Of Toolkits, Engines and Interfaces -- 5. Learning and the Imperative of Production in Mod Development -- 6. Second Life Between Participation and Competition -- 7. Commodify! And Beyond.
  note: by Shenja van der Graaf.
  subject:
    topic: Mass media
  subject:
    topic: Communication
  subject:
    topic: Industrial sociology
  subject:
    topic: Culture-Economic aspects
  subject:
    topic: Computers and civilization
  subject:
    topic: Computer games-Programming
  subject:
    topic: Media Sociology
  subject:
    topic: Sociology of Work
  subject:
    topic: Cultural Economics
  subject:
    topic: Media and Communication
  subject:
    topic: Computers and Society
  subject:
    topic: Game Development
  classification: HM1206-1211
  classification: 302.23
  related item:
    title info:
      title: Springer eBooks
  related item:
    title info:
      title: Dynamics of Virtual Work
  identifier: 9783319615004
  identifier: https://doi.org/10.1007/978-3-319-61500-4
  record info:
    record creation date: 171027
    record change date: 20191028081217.0
    record identifier: 978-3-319-61500-4