This article investigates the origin, circulation, and consumption of a new commodity—the “battle pass”—in the complex ludic economies of contemporary digital games. The article dives deep into the history and political economy of battle royale shooters and the game Apex Legends (2019), a free-to-play example of the genre monetized in part by a battle pass. Inspired and in dialog with Nieborg and Poell’s (2018) theory of platformization this paper asks questions related to how digital games like this operationalize their status as “contingent commodities”. The article then engages in an “app walkthrough” (Light, Burgess, & Dugay, 2018) of Apex Legends, analysing its vision, operating model, and governance. The focus here is on revealing the...
Mobile games are getting a lot of attention as a content-based sector of the digital economy. Especi...
It is now common practice for video game companies to not just sell copies of games themselves, but ...
Back in the day, buying a game was simple – buy a machine (PC, PlayStation etc.), buy a physical cop...
This article investigates the origin, circulation, and consumption of a new commodity—the “battle pa...
This article examines how ‘gambling’ secured a central economic and cultural position in the develop...
This paper explores the different player perceptions of battle passes and loot boxes in the video ga...
With its release in late 2009, League of Legends (Riot Games) has influenced the game industry in se...
With this paper I aim to analyse and discuss the Steam game platform in a platform economic perspect...
This project examines online gaming in the context of decades of deregulation and privatization. In ...
The goal of this article is to add a complementary perspective to the study of social network sites ...
The United States video game industry has become a multi-billion dollar a year business, due in larg...
The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanesc...
This paper explores how games are priced for sale – from free through hundreds or thousands of dolla...
Video Game publishers and the video game industry have been focusing more and more on integrating mi...
This article attempts to understand the economic and informatic ramifications of the convergence bet...
Mobile games are getting a lot of attention as a content-based sector of the digital economy. Especi...
It is now common practice for video game companies to not just sell copies of games themselves, but ...
Back in the day, buying a game was simple – buy a machine (PC, PlayStation etc.), buy a physical cop...
This article investigates the origin, circulation, and consumption of a new commodity—the “battle pa...
This article examines how ‘gambling’ secured a central economic and cultural position in the develop...
This paper explores the different player perceptions of battle passes and loot boxes in the video ga...
With its release in late 2009, League of Legends (Riot Games) has influenced the game industry in se...
With this paper I aim to analyse and discuss the Steam game platform in a platform economic perspect...
This project examines online gaming in the context of decades of deregulation and privatization. In ...
The goal of this article is to add a complementary perspective to the study of social network sites ...
The United States video game industry has become a multi-billion dollar a year business, due in larg...
The consumption of digital games has become increasingly "gamblified" (Gainsbury et al, 2015; Zanesc...
This paper explores how games are priced for sale – from free through hundreds or thousands of dolla...
Video Game publishers and the video game industry have been focusing more and more on integrating mi...
This article attempts to understand the economic and informatic ramifications of the convergence bet...
Mobile games are getting a lot of attention as a content-based sector of the digital economy. Especi...
It is now common practice for video game companies to not just sell copies of games themselves, but ...
Back in the day, buying a game was simple – buy a machine (PC, PlayStation etc.), buy a physical cop...