This article explores the play practices of EVE Online industrialists: those primarily responsible for generating the materials and equipment that drive the game’s robust economy. Applying the concept of ‘‘immaterial labor’ ’ to this underattended aspect of the EVE community, we consider the range of communicative and informational artifacts and activities industrialists enact in support of their involvement in the game—work that happens both in game and crucially outside of it. Moving past the increasingly anachronistic distinctions between digitally mediated labor and leisure, in game and out of game, we examine the relations of production in which these players are situated: to other EVE players, in-game corporations, the game’s develope...
This article uses data gathered from interviews with game designers and a survey of a core group of ...
This article constructs a new framework for the study of games as sites of social rationalization, a...
Games involving virtual worlds are popular in several segments of the population and societies. The ...
EVE Online is a space-themed massively multiplayer online game that has developed a reputation for ...
This article looks at organizational culture and identity of different organisations in EVE Online, ...
In this paper, we argue that EVE Online is a fruitful site for exploring how the representational an...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
Massively multiplayer role-playing games (MMORPG) are becoming a popular leisure activity world-wide...
This article studies the player as a hybrid: a particular compound version of subjectivity that emer...
The sandbox genre of Massively Multiplayer Online Games (MMOGs) addresses players as subjects with a...
Thesis advisor: Ryan ChahrourVirtual Economies present an excellent opportunity to study Economic co...
This article explores the development and implementation of a Toronto-based incubator supporting loc...
As unemployment figures rise in the developed world, questions regarding the meaning of “labor” and ...
Ph.D. University of Hawaii at Manoa 2016.Includes bibliographical references.This dissertation argue...
This is an accepted manuscript published by SAGE.This article introduces a special issue critically ...
This article uses data gathered from interviews with game designers and a survey of a core group of ...
This article constructs a new framework for the study of games as sites of social rationalization, a...
Games involving virtual worlds are popular in several segments of the population and societies. The ...
EVE Online is a space-themed massively multiplayer online game that has developed a reputation for ...
This article looks at organizational culture and identity of different organisations in EVE Online, ...
In this paper, we argue that EVE Online is a fruitful site for exploring how the representational an...
Copyright © 2008 by SAGE PublicationsThis article explores governance and control in Massively Multi...
Massively multiplayer role-playing games (MMORPG) are becoming a popular leisure activity world-wide...
This article studies the player as a hybrid: a particular compound version of subjectivity that emer...
The sandbox genre of Massively Multiplayer Online Games (MMOGs) addresses players as subjects with a...
Thesis advisor: Ryan ChahrourVirtual Economies present an excellent opportunity to study Economic co...
This article explores the development and implementation of a Toronto-based incubator supporting loc...
As unemployment figures rise in the developed world, questions regarding the meaning of “labor” and ...
Ph.D. University of Hawaii at Manoa 2016.Includes bibliographical references.This dissertation argue...
This is an accepted manuscript published by SAGE.This article introduces a special issue critically ...
This article uses data gathered from interviews with game designers and a survey of a core group of ...
This article constructs a new framework for the study of games as sites of social rationalization, a...
Games involving virtual worlds are popular in several segments of the population and societies. The ...