Description
* Description
* Many of today?s digital platforms are designed according to the same model: they encourage users to create content for
fun (a mode of production that some have termed playbour) and to earn points. On Facebook, for example, points are based
on a user?s number of friends and how many likes and shares a comment receives. New cultural and literary formations
have arisen out of these feedback and reward systems, with surprising effects on amateur literary production. Drawing
on social-text analysis, platform studies, and game studies, Elyse Graham shows that embedding game structures in the
operations of digital platforms ? a practice known in corporate circles as ?gamification? ? can have large cumulative
effects on textual ecosystems. Making the production of content feel like play helps to drive up the volume of text
being written, and as a result, gamification has gained widespread popularity online, especially among social media
platforms, fan forums, and other sites of user-generated content. The Republic of Games argues that a consequence of
this profound increase in the volume of text being produced is a reliance on self-contained, user-based systems of
information management to deal with the mass of new content. Opening up new avenues of analysis in contemporary media
studies and the humanities, The Republic of Games sifts through the gamified patterns of writing, interacting, and
meaning-making that define the digital revolution.
Number of Pages: Viii, 168 pages ;
Genre: Social Science, Literary Criticism, Language + Art + Disciplines
Sub-Genre: Poverty & Homelessness, Books + Reading, Communication Studies
Format: Hardcover
Publisher: McGill Queens Univ
Author: Elyse Graham
Language: English
Estimated shipping dimensions: 6.0INCH X 0.25INCH X 1.0INCH
DPCI : 248-27-6882
UPC : 9780773553385
TCIN : 53645188
Estimated shippimg weight: 0.85POUND
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Republic of Games : Textual Culture between Old Books and New Media - 3 by Elyse Graham (Hardcover)
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