Speculating on Steam: Consumption in the gamblified platform ecosystem

20Citations
Citations of this article
70Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

The rise of platforms as the premier model of videogame distribution has led to a number of changes in the business models of producers and distributors. Consumers are constantly hailed by games platforms through freemium business models that offer cosmetic items contained in loot boxes or recurring subscriptions. Thus far, game studies and consumer studies have been unable to account for the totality of how these new and dynamic platforms circumvent legal barriers and attract potential consumers. This paper argues that a hybrid research model combining platform studies, socio-cultural critique of gamblification, and political economy is required in order to theorize and explicate how these platforms operate. The platformized and gamblified model for game distribution seeks to regulate and configure networks of association between consumers and producers with the ultimate aim of eliciting participation on platforms.

Cite

CITATION STYLE

APA

Zanescu, A., Lajeunesse, M., & French, M. (2021). Speculating on Steam: Consumption in the gamblified platform ecosystem. Journal of Consumer Culture, 21(1), 34–51. https://doi.org/10.1177/1469540521993928

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free