ID: 318
/ Gaming Perspectives: 1
Paper Proposal
Onsite - English
Topics: Method - Policy/Legal Analysis, Method - Political economy, Topic - Games/Play/Gaming/Gamers, Topic - Industries (Digital/Data)/Internet Economy, Topic - Platform StudiesKeywords: online games; gaming; privacy; big data; data subject
OUTLINES OF THE GAMER DATA SUBJECT POSITION AND ITS IMPLICATIONS FOR TRUST
Andreas Schellewald1, Chunmeizi Su2
1Goldsmiths, University of London; 2University of Sydney
In this paper, we outline the data subject position of the gamer within the contemporary media landscape, looking at gamers not just as players but as a broader position of social media and internet users. We draw on findings from a more extensive project investigating privacy, trust, and data literacy in online gaming to do so. More specifically, we draw on a formative analysis of the data practices of 37 multiplayer online games (e.g., League of Legends), gaming distribution platforms (e.g., Steam), and online community sites (e.g., Discord). Through the privacy policies of these platforms, and adjacent case study analyses of controversies related to data practices, the paper studies the network structures in which the gamer data subject exists. By examining these relationships, the paper sheds light on how gamers and gaming are governed by the technological and policy architectures of platforms. In particular, we highlight three critical dimensions herein. Firstly, we examine forms of dependency through which gamers are bound to datafication processes to access online gaming spaces. Secondly, we foreground how platforms rely on behavioural profiling and algorithmic categorisation to commodify players' interactions. Lastly, we underline a systemic reliance on third-party actors such as advertisers, payment processors, and data brokers, linking the gaming data subject to more expansive societal fields. Doing so, we position the gamer data subject as a nexus for future comparative resrach on cultures of trust and user privacy in gaming.
ID: 613
/ Gaming Perspectives: 2
Paper Proposal
Onsite - English
Topics: Method - Cartographies, Method - Content/Textual/Visual Analysis, Topic - Games/Play/Gaming/Gamers, Topic - Platform StudiesKeywords: Piracy, pjatformization, games, videogames
PIRACY AS A MARKET STRATEGY TO RESIST THE ONLINE PLATFORMIZATION OF VIDEO GAMES
Andre Pase, Roberto Tietzmann
PUCRS, Brazil
The distribution of digital games in Brazil has evolved significantly over the decades. Initially restricted by market regulations in the 1970s, the industry saw the entry of major international companies and the widespread adoption of piracy via reverse engineering (Pase & Tietzmann, 2017). Today, with a population of 213 million and 84% internet penetration (Secretaria de Comunicação Social, 2024; NIC.br, 2023), Brazil faces unequal access to digital platforms, reflecting socioeconomic disparities (Castello, 2024).
As internet connectivity became widespread, gaming shifted from unit sales to subscription-based services and in-game purchases. While modern consoles implement strict anti-piracy measures, alternative devices—such as Raspberry Pi-based emulators and Android-based handhelds—offer entire game libraries without requiring continuous online authentication. This shift represents a transformation in piracy, from individual game duplication to the mass distribution of digital collections.
With the rise of cloud gaming services like Xbox Cloud Gaming (Banfi, 2023), the industry moves toward a platform-based model, potentially reshaping how game history is preserved. This paper proposes a framework for analyzing digital game distribution, structured on an XY axis: the Y-axis measures distribution methods, from physical to digital, while the X-axis assesses piracy restrictions. A Z-axis accounts for temporal changes, such as game remasters or re-releases. Using Bardin’s (2015) Content Analysis methodology, this study categorizes gaming platforms and their commercialization in Brazil, highlighting a trend toward digital dematerialization and its implications for game consumption and preservation.
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