ComMODify User Creativity at the Intersection of Commerce and Commun

This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of

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er Graaf Shenja van d

Dynamics of Virtual Work

Series Editors Ursula Huws De Havilland Campus Hertfordshire Business School Hatfield, UK Rosalind Gill Department of Sociology City University London London, UK The book gives an original, critical and timely perspective on the socio-technical (co)design of games/3D software platforms. The uniqueness lies in the integration of an in-depth analysis of technological artefacts (toolkits, engines and interfaces) with user practices of ‘modding’ and the socio-economic context. The combined qualitative and quantitative research nicely dissects the intricate interdependence and dynamic between developer companies and mod developers, while indicating implications for firm-user learning opportunities and the dialectis of community and commerce. A must-read for anyone with a keen interest in the transformative potential of user participation that goes beyond typical celebrative thinking. —Jo Pierson, Vrije Universiteit Brussel (imec-SMIT) The ubiquity of user-created content on today’s leading digital platforms is largely considered as an instance of democratization. While it is undeniably true that users have greater access to the means of cultural production, how user participation is integrated and understood in the industry workplace is less clear. This in-depth study of the work of “modders” of games and virtual worlds is highly instructive to survey the blurring of boundaries among actors, genres, user and firm practices and relationships. In her contribution to our understanding of the “participatory turn”, Van der Graaf’s draws on exciting empirical data to challenge the assumptions about the seemingly straightforward relationship between users and firms. —David Nieborg, University of Toronto

Technological change has transformed where people work, when and how. Digitisation of information has altered labour processes out of all recognition whilst telecommunications have enabled jobs to be relocated globally. ICTs have also enabled the creation of entirely new types of ‘digital’ or ‘virtual’ labour, both paid and unpaid, shifting the borderline between ‘play’ and ‘work’ and creating new types of unpaid labour connected with the consumption and co-creation of goods and services. This affects private life as well as transforming the nature of work and people experience the impacts differently depending on their gender, their age, where they live and what work they do. Aspects of these changes have been studied separately by many different academic experts however up till now a cohesive overarching analytical framework has been lacking. Drawing on a major, high-profile COST Action (European Cooperation in Science and Technology) Dynamics of Virtual Work, this series will bring together leading international experts from a wide range of disciplines including political economy, labour sociology, economic geography, communications studies, technology, gender studies, social psychology, organisation studies, industrial relations and development studies to explore the trans