A diachronic affordance analysis of Steam’s platformization strategy
and Halperin (1955) . Following Caillois’s terminology, trading mechanics, as well as most rules in digital games, are inherently rule based or “ludic”. For instance, the Steam Community Market provides tools like buy orders, sell listings and filtering options that afford different “playing strategies” to optimize players’ profit margins. However, games are never purely ludic but characterized by constant tension between rule-based play (e.g. improving one’s performance according to the rules imposed by the game) and more free-form improvisational play (e
-Thurau et al., 2006 ). There is also interdependence between windows and between performance and resource allocation ( Elberse & Eliashberg, 2003 ). Windows are interdependent in that the results in primary windows have ripple effects in subsequent windows. A film’s theatrical opening weekend performance will generally affect both the length and the width of its remaining cinema release and its performance, and thus its value, in subsequent windows. In addition, strong openings typically encourage distributors to allocate more resources to the remaining release cycles
How private media managers talk about responsibility to society in an era of turmoil
Trine Syvertsen, Karen Donders, Gunn Enli and Tim Raats
argued by Altmeppen and colleagues ( 2017b : 2), “As the Internet corporations entered media markets and began to dominate them, they forced the traditional media to audit their businesses, check their products, and improve their conduct and performance”.
This article investigates how the management in private media companies talks about the responsibility to society in the present situation of turmoil. The study is based on interviews with the executive management of private broadcasters, production companies, TV distribution companies, newspaper publishers and
. All firms have technologies” ( Christensen, 1997 : xiii). This broad definition of technology includes not only engineering and manufacturing, but also marketing, investment, and management processes; innovation is also broadly defined as a change in one of these technologies. Christensen introduces an important distinction between “sustaining” and “disruptive technologies”, with the former being used for new technologies which improve existing products and the latter actually resulting in worse product performance compared with established products on the market