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1981
Volume 13, Issue 3
  • ISSN: 1757-191X
  • E-ISSN: 1757-1928

Abstract

In this article, we develop a theory of gameplay labour, acknowledging the paradigm of political economy yet grounded in game design and play, called ‘cultivation play’. In most understandings of game work, theorists traditionally explain digital labour in games as inherently difficult or manipulative. Instead, we propose a theory that explains how gameplay work can be organized around a design heuristic – character progression – that is rewarding, given the objectives and interests of different kinds of players. We explicate our theoretical intervention through an analysis of four games: and . We specifically examine upgrade paths, what we call character progression tasks, wherein levelling up, progressing, gaining in-game skills and working towards goals operate to create an environment of gameplay work that players may find engaging.

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/content/journals/10.1386/jgvw_00040_1
2021-10-01
2024-12-08
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  • Article Type: Article
Keyword(s): character progression; CPTs; cultivation play; labour; video games; work
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