(Herman and Chomsky, 1988) Game companies as media producers are in a capitalist system forced to act according to financial considerations and not artistic or ethical ones. (Hamari and Lehdonvirtä, 2010) This behavior of a company does fit the first filter of the propaganda model. With letting the business model of Diablo 3 influence the game design Blizzard is not acting according to its own core value but instead following suggestions from marketing research and let the design follow the business model. Using interview, participant observation and online media this paper then explains the consequences of this feature on the game and the emerging game culture of Diablo. The conclusion is that the market place is not fully described by any of the proposed models but is something in-between. To do so I compare the concepts of the audience commodity, prosumption, produsage and playbour to the model of Diablo’s real money market place. This paper critically analyzes the real money market place, a feature of the game Diablo 3.
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