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The Playfulness Of Ebay And The Implications For Business As A Game-maker

机译:Ebay的趣味性及其对游戏开发商的影响

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The purpose of this article is to theorize and to illustrate how eBay as a game may both support and undermine playful consumption. In reaching that aim, we argue that business models such as eBay that operate in an experiential economy supplying new games for restless consumers to play may find it hard to sustain their initial success. As internal and external forces transform "playful" behaviors into "professional" ones and as imaginative and autotelic play is rationalized such that its purpose becomes extrinsic, consumer boredom may follow. Conceptually, we make a case for an appraisal of consumption as playful activity, borrowing key concepts from Caillois's sociology derived from play to guide our analysis of recent developments in eBay's business model as well as to flesh out an explanation as to how eBay engages playful consumption. We conclude by commenting on society's preferred play forms for businesses and for consumer culture.
机译:本文的目的是从理论上说明并说明eBay作为一种游戏如何既可以支持又可以破坏游戏消费。为了实现这一目标,我们认为,在体验经济中运作的商业模式(例如eBay)会为不安定的消费者提供新游戏,可能难以维持其最初的成功。当内在和外在的力量将“嬉戏”的行为转变为“专业”的行为时,并且由于富有想象力和自觉性的游戏被合理化,从而其目的变成了外在的,消费者无聊可能随之而来。从概念上讲,我们会以消遣性消费作为评估依据,借鉴游戏中的Caillois社会学的关键概念,以指导我们对eBay商业模式的最新发展进行分析,并充实对eBay如何进行消遣性消费的解释。 。最后,通过评论社会对企业和消费者文化的偏爱游戏形式。

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