Commodity Fetishism in Computer Games: In-Game Item Consumptions of Counter Strike: Global Offensive Players
Abstract
important and original. The qualitative descriptive analysis method was conducted to find out players commenting about in-game items on Steam&Reddit forums. As a result, I detected that game companies make more profit through these digital markets and gamers' consumption motives correlate with commodity fetishism. In the comments the players stated that in-game items provide them psychological boost, self-confidence and feeling better, and they even have associated items with the placebo effect.
Keywords
commodity fetishism, game studies, culture industy, digital media
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