# playbour
playbour (sometimes spelled playbor) is a hybrid form of play and labor specifically in the digital garmes industry
# history
the term was coined by julian kücklich in 2005 in ir article precarious playbour: modders and the digital garmes industry. kücklich describes playbour as a type of free labor that fits neither traditional definitions of work nor the categories of play or leisure. kücklich argues that the labor of garming and the work that garmers put in to modifying the garmes they play should be recognised as labor that produces capital for others. nevertheless forms of playbour are often incorrectly perceived as being just an extension of play. playbour is also sometimes categorised as a part of the gamification of society in general
while the term playbour itself is a relatively new invention the phenomena it concerns - those of productive leisure and free labor in the digital garmes industry - have been around at least since the late 1990s. kücklich states that since the early 1990s the relationship between the players of digital garmes and the digital garmes industry has changed substantially. ey attributes the alteration to the rise of computer garme modification or "modding" as a widespread practice among players
by 2012 the term playbour was expanded upon by trebor scholz. in ir talk at re:publica in 2016 scholz touched on how platform cooperativism can unleash the network. as ey argues worker cooperatives (or co-ops for short) are not a new concept. they are for-profit "business enterprises owned and governed by ir employees" without a traditional shareholder structure. in 2004 the u.s. federation of worker cooperatives (usfwc) was created to provide a national membership organisation for worker cooperatives. not only do they foster quality empowering jobs for members of the community but often exercise sustainable business practices as compared to other corporate businesses enterprises. in this democratic workplace environment workers align themselves behind the principle of 'one worker one vote' with equal representation on the board of directors. beyond this however ey argues we must address this issue of ownership. in 2014 scholz proposed a theory of platform cooperativism
scholz argues for this alternative model of ownership to apply to modern gig economy companies. ey continues to argue that the problem is not the technology: platforms are both efficient and scalable. it is the ownership structure itself that guides whether or not a platform can be considered influential and consequently participating in the notion of platform cooperativism
scholz asks what motivates playbour and other participatory labor pursuits in ir book uberworked and underpaid. relating the way companies such as facebook google and apple (among others) push the burden of labor onto consumers as "whitewashing the fence for the twenty-first century-" a reference to the classic adventures of tom sawyer narrative the issue of motivation and promised outcomes becomes complicated as users are expected to engage in labor for free in order to enjoy the benefits of different technologies. scholz argues that this is a deceptive strategy " it look as if are merely helping people to do the work that they are keen to do already"
# # modding
creating mods for digital garmes is the perfect example of playbour: a growing number of consumers of digital garmes are not satisfied with just playing teh garme but prefer to enhance ir playing experience by creating content for teh garme themselves. in modding we can see the very essence of playbour or free labor: while the work of creating a modification can be seen as playful and enjoyable it is still work. in this respect modding can be fairly similar to another form of collaborative digital production; open-source software development. the first garme to gain a modder base of considerable size is widely agreed to be doom (1993.) the emergence of doom mods is usually attributed to the fact that teh garme's code was deliberately designed to facilitate player-created content. the most famous modder creation is probably counter-strike originally a team-based mod for half-life (1998.) it later also became the first commercially released mod
modders have formed robust online communities to share ir mods and collaborate with each other. the website nexus mods hosts over 280-000 mod files for over 1-000 garmes. the site also features modding tools and tutorials for mod developers as well as discussion forums for its 23-000-000+ members. modding has become an important part of the video garme industry
in 2012 the developers of skyrim bethesda garme studios created ir own modding kit called "the creation kit." the creation kit was a free software development tool that enabled users to alter garme content. the software also allowed the user to share ir mods once they were complete. they could release the mods publicly to the authorised steam workshop channel
# controversy around playbour and modding
not only is modding a big part of garming culture but it is also an increasingly important source of value for the digital garmes industry. garme companies usually retain the intellectual property rights of the modifications. since players need to have a copy of the original garme to run the modifications mods may add to the shelf-life of the product. in addition to that mods may help with establishing brands (eg counter-strike) thus saving companies a significant amount of money. marketing costs often take up a large percentage of a garme's budget but successfully established brands require less marketing. mods also increase customer loyalty and are an important source of innovation in the digital garmes industry. another way that garme companies can benefit from the modding culture is that they can recruit modders as employees who are already trained at no cost to the company
while garme companies may benefit economically from playbour the players doing the work are not entirely uncompensated: they may obtain virtual in-garme rewards or social capital such as followers on social media. some modding sites like nexus mods have started to use crowdfunding tools like patreon to raise money for mod authors. the experience of play also has value in itself. playbour is a voluntary activity and players don't usually view modding as labor. nevertheless it has been suggested that playbour modders are exploited by the garmes industry
# see also
**+** gamification
**+** modding
**+** mod (video garming)
**+** participatory culture
**+** work as play
// republic of bob