Thursday, June 13, 2019
Communication, Culture and context Essay Example | Topics and Well Written Essays - 1500 words
Communication, Culture and context - Essay Examplesupport the essay. Definition of Terms Globalization has been defined by Mazrui (2001) as consisting of systems and operating processes aiming to ultimately be interrelated with global protocols on a continuously growing exchange of transactions among diverse countries and regions (p. 1). On the opposite hand, Landay (2008) averred that virtual commodification is a process of transforming experience, ideas, and ideas about the self into the quantifiable products of inworld consumer culture, and placing those products in a complaisant context in which people define things in monetary value of themselves, and themselves in terms of things, i.e., that self is created and understood through the goods and appearance of the goods people consume (p. 4). From the qualification of terms, commodification becomes global in perspectives in so far as a product, service, artifact, image, or idea is turned into a commodity. To expound on the conc ept in a global context, one opted to select a social networking game that became famous through Facebook, FarmVille. FarmVille A social networking game that was developed by Zynga, a social game developer located originally in San Francisco, California, became a global phenomenon FarmVille. According to its official site, Zynga is committed to transforming the world through virtual social goods. Zynga players have made real change by raising millions for some(prenominal) international nonprofits since Zynga.org launched in October 2009 (Zynga What, 2010, par. 1). Zynga was founded by Mark Pincus in January of 2007 with the mission of connecting people though social games (Zynga About, 2011). FarmVille is just one among 18 games accessible through Facebook. A prospective player needs to have a Facebook account to be able to play any of the games developed by Zynga. Other social networking games by Zynga are accessible through other social networking sites such as MySpace, Mobile a nd Yahoo (Zynga Games, 2011). As proffered by Helft (2010), the mechanics for the social game is explained as follows in FarmVille, its most popular game, players tend to virtual parents, planting and harvesting crops, and turning little plots of land into ever more sophisticated or idyllic cyberfarms. Good farmers those who dont let crops wither earn virtual currency they can use for things like more seed or farm animals and equipment. But players can also buy those goods with credit cards, PayPal accounts or Facebooks new payment system, called Credits. A pink tractor, a FarmVille favorite, costs about $3.50, and give the sack to power it is 60 cents. A Breton horse can be had for $4.40, and four chickens for $5.60. The sums are small, but add up quickly
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