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Fenomén digital labor a jeho různorodé projevy v blogosféře v České republice / Phenomenon of digital labor and its diverse practice in use of blogs in the Czech RepublicUmlaufová, Pavla January 2017 (has links)
This diploma thesis, The phenomenon of digital labor and its diverse practice in use of blogs in the Czech Republic, aims to bring the current definition of the concept of digital labor and its applicability into the Czech blogosphere. The theoretical part of this work focuses on the demarcation, definition of, and perception of the concept of digital labor, and the blogosphere, which is mainly based on theoretical concepts of Christian Fuchs, Sebastian Sevignani, Ursula Huws, Trebor Scholz, that proceeded the political economic theory of Karl Marx. The analytical part of the thesis presents the environment of the Czech blogosphere, which is based on the interpretation of the data of quantitative research conducted in the Czech Republic as part of a wider project IPREX BLOGBAROMETERM in 2014 and 2015 and secondly on qualitative research, which aims to answer the research question, if Czech bloggers perceive their creative activity as work and leisure activities, or merge their very different activities in one. Keywords Digital labor, digital work, blog, blogosphere, playbour, prosumption, Fuchs
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League of Legends: Players and Esports / The Work of Professional Players in League of Legends EsportsAgha, Brandon 11 1900 (has links)
Esports gaming is a new subject within various fields of research. Typically, research explores the relationships between games and its players or the developers. By contrast this thesis examines the highest level of play within gaming, professional players. To do so, it utilizes the example of League of Legends. Created in 2009, League of Legends has rapidly grown to become one of the largest online multiplayer games with a massive Esports scene that matches or exceeds that of traditional sports such as Basketball or Baseball. But what factors contribute to this sudden rise in League of Legends Esports popularity and how have professional players adjusted over the years? This thesis explores these questions and the overall evolution of professional teams and League of Legends over the course of its Esports growth. It finds that League of Legends is unique in its use of the immaterial labour and digital labour of professional players. Through a concept called the “Meta”, League of Legends is able to mimic traditional sports and maintain interest in its game. Further for professional players the existence and evolution of the “Meta” sharply influences the need for organizational restructuring over the years. Players and teams become complex organizations in which players’ transition from gamers to become workers in Esports. Exploring the League of Legends Esports setting uncovers a unique combination of sport and work within a new digital context. / Thesis / Master of Philosophy (MA) / The goal of this work is to explore the lives and labour of League of Legends professional players. Created in 2009, League of Legends rapidly grew to be one of the most played and watched Esport game in the world. Professional players are often heralded as celebrities and their decisions impact the larger League of Legends and Esports community. This work examines the realities of Esports for professional players. It further analyzes the structure and organization of play and work in the League of Legends Esports setting. For the developer, Riot Games, Esports serves a variety of purposes and this thesis explores this and the contributions of Esports professionals to the development of the game.
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