A diachronic affordance analysis of Steam’s platformization strategy
This article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric to mediate between different stakeholders (e.g. gamers, third-party developers, publishers and regulators). Since its launch in 2003, which sparked intense controversy among gamers, Steam has profoundly shaped the game industry. Cf. e.g. contemporary sources on Valve’s flagship title Half Life 2
A comparative ethnography across platforms, media and contexts
Signe Sophus Lai, Jesper Pagh and Fiona Huijie Zeng
snowball sampling in qualitative research. International Journal of Social Research Methodology, 11(4): 327-344. https://doi.org/10.1080/13645570701401305
Patton, M. Q. (2015). Qualitative research & evaluation methods: Integrating theory and practice (4th ed.). Thousand Oaks, CA: SAGE Publications, Inc.
Poels, K., Ijsselsteijn, W. A. & de Kort, Y. (2015). World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players. New Media
: slutbetänkande av medieutredningen [A Transboundary Media Politic for Enlightenment, Engagement and Responsibility] Stockholm Kulturdepartementet (Ministry of Culture)
Sundling, J. (2015). Kommunerna tar over nyhetsmatchen [The municipalities take over the Game of the News]. In Dagens Samhälle June 11 th 2015. Retrieved from https://www.dagenssamhalle.se/nyhet/kommunerna-tar-oever-nyhetsmatchen-16322 Sundling J. 2015 Kommunerna tar over nyhetsmatchen [The municipalities take over the Game of the News]. In Dagens Samhälle June 11 th 2015 https
Carmen Daniela Maier, Finn Frandsen and Winni Johansen
a theory of the social space that opens up when a crisis breaks out, a space located across traditional distinctions between public and private spheres, and between stakeholders and non-stakeholders. Inside this new social space, multiple voices communicate about, to, with, past or against each other, creating specific patterns of interaction. A persuasive attack followed by a verbal defense can be considered the smallest interaction pattern, while a blame game is a more dynamic and complex version. A multi-crisis involving many organisations and intermediaries
want to zap.
TV 2 and the two commercial channels make very limited use of crossroads and do not use roundabouts. Instead, they prefer to point the implied viewers in the direction of their streaming service to catch up on episodes from the series that they have just watched on the linear channel. In my sample, TV 2 offers access to a new episode of a series that has just been shown, a sneak preview to reduce the waiting time. In the sample, this happens twenty times and promotes the next episode of three different series: one fiction, one reality game show and
WERNING is Associate Professor for Digital Media and Game Studies at Utrecht University, where he co-coordinates the graduate programme and game research focus area and organizes the Multidisciplinary Game Research summer school. He received his venia legendi (2014) from Bayreuth University (Germany) and has previously worked as an assistant professor in Bayreuth and Bonn. Stefan has been a visiting scholar and fellow at the Comparative Media Studies programme at MIT. While completing his PhD research, he worked in the digital games industry, most notably at Codemasters
. Across commercial and licence-fee-based channels, we can observe patterns of both continuity and change. The article documents and discusses a tension between two co-existing paradigms in television distribution, and argues that in the process the broadcasters are themselves powerful agents co-shaping the future habits of their viewers.
The change of business models for distributors and producers in the gaming industries is the focal point of Stefan Werning’s article. Using the perspective of diachronic software studies, he analyses the ways in which the game
Disruptive technology in book and local newspaper industries
Linn-Birgit Kampen Kristensen and Mona Solvoll
the “rules of the game”. For newspapers, social networking sites facilitate the sharing of news with hyperlinks to the newspaper site. Newspapers may see Facebook as a “frenemy”, a disruptive co-distributor of news, but also as a competitor, selling ads to the same advertisers as newspapers. In addition, Facebook provides access to competitive content from other newspapers and other media ( Bell et al., 2017 ; Ju et al., 2014 ; Nechushtai, 2018 ). The book industry faced a potential disruption with e-books (Finkelstein & McCleery, 2013; Wilson, 2013 ). Production
Exploring imagined affordances of automation in news journalism
Stefanie Sirén-Heikel, Leo Leppänen, Carl-Gustav Lindén and Asta Bäck
that can produce text from data but that currently the articles generated rarely “result in cheers” from the audiences. For context, you currently need a journalist, argued participant Q:
It’s one thing to say who wins a basketball game; it’s another thing to say this donation indicates a pattern of influence that connects with years […] of history about how the city does... I mean, that’s at least right now, not a thing a computer can do. Maybe theoretically they could, but you need a ton of data.
To avoid falling victim to false promises, deciding what to use
and Beyond the Boundaries of Organizational Communication’. Communication Theory, 17 (2), 146–175.
Christensen, L.T., and Cheney, G. (2000) 'self-Absorption and Self-Seduction in the Corporate Identity Game, in Schultz, M., Hatch, M.J. and Larsen, M.H. (eds.), The Expressive Organization: Linking Identity, Reputation, and the Corporate Brand (pp. 246–270). Oxford: Oxford University Press.
Christensen, L.T., and Cornelissen, J. (2011) ’Bridging Corporate and Organizational Communication: Review, Development and a Look to the Future’. Management Communication