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Cited by 8 publications
(7 citation statements)
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“…Moreover, he locates the concept in the contexts of dating sites, whereas my notion is broader. I also encompass the notion of 'gamework' offered by Ruggill, McAllister and Menchaca (2004). iv Napster was one of the earliest examples of media sharing platforms, which created considerable legal controversy around 1999-2001(McCourt & Buckart, 2003.…”
Section: Conclusion: the Rise Of Transient Mediamentioning
confidence: 99%
“…Moreover, he locates the concept in the contexts of dating sites, whereas my notion is broader. I also encompass the notion of 'gamework' offered by Ruggill, McAllister and Menchaca (2004). iv Napster was one of the earliest examples of media sharing platforms, which created considerable legal controversy around 1999-2001(McCourt & Buckart, 2003.…”
Section: Conclusion: the Rise Of Transient Mediamentioning
confidence: 99%
“…Like much labor under neoliberalism, though, it is uncompensated and autotelic, blurring the boundaries between work and free time. Acknowledging the conflation of work and play, game theorists Judd Ruggill, Ken McAllister, and David Menchaca (2004) offer the concept of the gamework as a lens for engaging the labors that constitute a game, in terms of both production and consumption. By considering games as both commodities and nexuses of economic behavior, the gamework calls attention to the development processes sedimented in the final product as well as the economic rules by which game worlds function.…”
mentioning
confidence: 99%
“…This change in a player’s relationship to the gamework reflects an ideological shift cultivated through gameplay. Ruggill et al (2004) acknowledge the participation of players in shaping the gamework and in turn being shaped by it: “Gamers actively help create the narrative, thematic, and ideological structures that determine the artifactual experience. In so doing, gamers also reproduce or consent to ideologies embedded within games themselves.…”
mentioning
confidence: 99%
“…One might suggest that these narratives simply derive from users' isolation and need for communication, however, if, what Ruggill, McAllister and Menchaca (2004) report about the prevalence of digital games in culture can be trusted, then it would seem that users cannot be perceived to be as isolated as the stereotypes might indicate. 25 Although one cannot dismiss the isolation argument completely, it would seem that the ubiquity of these narratives might be partially explained by the sports game's stress on quantification.…”
Section: The Calculable Self and The Calculable Othermentioning
confidence: 99%