Published online by Cambridge University Press: 30 December 2025
As digital games and game play have become increasingly popular and widespread, the products of digital games have become increasingly profitable, and digital game design has become increasingly influenced by the digital game industry. Given these circumstances, it is tempting to view digital games and game play as consumer products subject to conventional market forces of supply and demand. This chapter explains how digital games and game play avoid market valuations and how a lusory attitude, in particular, resists commodification.
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