GGWP (Good Game, Well Played): How Free Labour and Exploitation is established within videogames
Access status:
Open Access
Type
Thesis, HonoursAuthor/s
Ridgeway, BenjaminAbstract
The aim of this thesis is to explore the way in which free labour of and user – generated content are part of the current structure and business model of the e-Sports industry. Specifically the competitive industry of League of Legends helps us to understand the nature and growth ...
See moreThe aim of this thesis is to explore the way in which free labour of and user – generated content are part of the current structure and business model of the e-Sports industry. Specifically the competitive industry of League of Legends helps us to understand the nature and growth of e-Sports as well as the way in which business that are founded by models of the free to play variety have continuously subjected gamers to exploitation. Through the fantasy of professionalisation, the gamer is propelled into a market in which such exploitation is necessary to the potential of becoming a celebrity within the wider gaming community. To make it so that gamers are more willing to participate in such a culture of free labour, professional and competitive league play is had, as well as actual money. Using an archival method, this thesis will seek to explore the way in which the labour that is given by the gaming community is further exploited by Riot. Through the analysis of build sites, live streaming and the process of the Tribunal, the contributions of the community toward the production and maintenance of the cultural significance of League is significant and worthy of investigation. With my own experience within the gaming field of League of Legends guided general knowledge on how the game was structured and played as well as how the meta worked, my knowledge allows me to further investigate the ways in which the community interacts with Riot and amongst themselves. The outcome of such research helps establish and understanding of how such an understanding of the professionalisation of videogames can increase our
See less
See moreThe aim of this thesis is to explore the way in which free labour of and user – generated content are part of the current structure and business model of the e-Sports industry. Specifically the competitive industry of League of Legends helps us to understand the nature and growth of e-Sports as well as the way in which business that are founded by models of the free to play variety have continuously subjected gamers to exploitation. Through the fantasy of professionalisation, the gamer is propelled into a market in which such exploitation is necessary to the potential of becoming a celebrity within the wider gaming community. To make it so that gamers are more willing to participate in such a culture of free labour, professional and competitive league play is had, as well as actual money. Using an archival method, this thesis will seek to explore the way in which the labour that is given by the gaming community is further exploited by Riot. Through the analysis of build sites, live streaming and the process of the Tribunal, the contributions of the community toward the production and maintenance of the cultural significance of League is significant and worthy of investigation. With my own experience within the gaming field of League of Legends guided general knowledge on how the game was structured and played as well as how the meta worked, my knowledge allows me to further investigate the ways in which the community interacts with Riot and amongst themselves. The outcome of such research helps establish and understanding of how such an understanding of the professionalisation of videogames can increase our
See less
Date
2014-01-01Licence
The author retains copyright of this thesisDepartment, Discipline or Centre
Department of Media and CommunicationsShare