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dc.contributor.authorRidgeway, Benjamin
dc.date.accessioned2014-12-08
dc.date.available2014-12-08
dc.date.issued2014-01-01
dc.identifier.urihttp://hdl.handle.net/2123/12443
dc.description.abstractThe 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 ouren
dc.language.isoen_AUen
dc.rightsOther
dc.titleGGWP (Good Game, Well Played): How Free Labour and Exploitation is established within videogamesen
dc.typeThesisen
dc.type.thesisHonoursen
dc.rights.otherThe author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission.en
usyd.facultyFaculty of Arts and Social Sciences, School of Art, Communication and Englishen
usyd.departmentDepartment of Media and Communicationsen


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