Abstract
Background. No scholarship exists on videogames that commodify, or contribute to the emergence of objects of trade. Such games are prone to become increasingly common, however, since the popularity of
Purpose. A procedures of
Approach. The approach is based on a combination of classical economics and Ian Bogost’s established framework for studying videogame
Results. The approach is applied comparatively to two games on livestock welfare production and consumption.
Conclusion. The results suggest that
Keywords
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