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ISSN: 2333-9721
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-  2018 

GAMES TRANSFORMING INTO TECHNO-COMMODITY AND “LABOUR”

Keywords: Tekno-Meta,Oyun,Oyun Eme?i

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Abstract:

The age we live in has integrated voice and video reproduction equipments, telecommunication and computer technology, shortly digital technology and digital games, into our social life. Digital technologies, including computers and the internet, spread information as well as entertainment, games, and culture industry globally everywhere. The terms information revolution and post-modernism which came into our lives with globalization are the clues to help us develop an understanding on the institutional changes such as cable, satellite, video, computer games, the diseppearance of public TV. XXIst century, a new age based on the invention and development of these new technologies, revealed the era of techno-capitalism. In other words, we are living in an age of techno-capitalism based on the invention and development of new technologies. In the era of techno-capitalism, where technological innovation and inventions, creativity and information are of primary importance, all leisure-time activities are becoming more and more commoditized and home-based; all technological products, including information and entertainment, are becoming “techno-commodities” which works with exchange value rules. This study, which examines how commoditization transforms into “game labor” in commodities in the digital environment today will touch primarily on the concept of techno-meta. Then, it will discuss the changing meaning of the game as a techno-meta and its transformation into game labor, with a critical and theoretical perspective

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