Autori
Bruni, Attila
Franzó, Alessandro

Titolo
Produrre gli utenti: il caso delle «gaming houses»
Periodico
Studi culturali
Anno: 2025 - Fascicolo: 2 - Pagina iniziale: 153 - Pagina finale: 178

Nowadays, gaming can be depicted as one of the leading entertainment industries globally. In its competitive declination, dubbed «esports», it has reached incredible figures, both in terms of cultural resonance and economic value, putting it on par with similar forms of (sport) entertainment. Until recently, cultural studies have mainly treated gaming from the perspective of consuming, leaving aside the production processes taking place inside the field. For this reason, this paper focuses on gaming houses, spaces built by esports professional teams to train and compete. The paper unveils how gaming houses may be seen as productive environments based on a systematic review of materials on the topic (scientific literature, news sites, videos, blogs, and other websites). In other words, competitive gaming is «put in production» through a complex organization, which relies on digital, architectural, and social structures. Gaming houses, thus, articulate gaming and esports, allowing us to glimpse the rising relevance of users for an industry, where strategies are employed to fuel users’ production (here intended as production of and by users).



SICI: 1824-369X(2025)2<153:PGUICD>2.0.ZU;2-1
Testo completo: https://www.rivisteweb.it/download/article/10.1405/117903
Testo completo alternativo: https://www.rivisteweb.it/doi/10.1405/117903

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