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1

Vasiuta, Viktoriia, Vlada Yukhno, and Alina Yakovlieva. "Franchising as a form of entrepreneurial activity in Ukraine: realities and prospects." Galician economic journal 88, no. 3 (2024): 159–66. http://dx.doi.org/10.33108/galicianvisnyk_tntu2024.03.159.

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The article is devoted to the study and analysis of franchising as an effective tool for entrepreneurial activity. The state and prospects for the development of the franchising business model in the Ukrainian economy have been studied. Before the full-scale invasion of russia into the territory of Ukraine, the franchising market was developing dynamically in almost all sectors of the economy, despite the coronavirus crisis. In recent years, franchising has become the most popular in Ukraine in the field of consumer services, public catering and retail trade. The franchising market provides a great advantage for the development of the national economy. The current state of franchising in Ukraine, its positive aspects and opportunities for future growth are revealed. It can be the beginning of the development of small and joint ventures that will focus on innovation. Like any form of cooperation, franchising has its advantages and disadvantages that need to be taken into account. Now the development of the Ukrainian economy is a sensitive issue due to the war started by russia. Without activity in the economic sphere, the full functioning of the state is impossible. As a result of the military conflict, Ukrainian enterprises began to expand in Europe, which created the basis for the formation of a market for Ukrainian franchises. In safer regions of Ukraine, relocated businesses received a significant increase in income. With the stabilization of the situation in the country, entrepreneurs will have the opportunity to open their own businesses. In general, the Ukrainian franchising business offers ample opportunities for further growth and development. Entrepreneurs who understand the benefits of franchising and know how to effectively use its potential can achieve success in both domestic and international markets. However, it is important to carefully select franchisees, conduct a detailed analysis of the terms of the deal before launching the business. Despite the existing difficulties in implementing a franchising project, the number of “quality” franchises and conscientious franchisors in Ukraine is increasing every year. New initiatives are emerging that are successfully developing not only in Ukraine, but also abroad. This indicates that in the near future, the franchising market in our country will move to a new stage of development.
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Nur Rizky Aulia Rahmah, Muhammad Amin, Ramadhani Alfin Habibi, Erry Fitrya Primadhany, Baihaki, Novita Mayasari Angelia, and Muhammad Norhadi. "Perlindungan Pembeli Terhadap Kesalahan Harga Dalam Bisnis Ritel Modern." Mabsya: Jurnal Manajemen Bisnis Syariah 4, no. 2 (November 10, 2022): 132–42. http://dx.doi.org/10.24090/mabsya.v4i2.6940.

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The modern retail business is currently growing rapidly along with the times. Economic progress has also contributed to the development of the modern market and retail business in Indonesia. The modern retail business has now expanded to various cities in Indonesia. Even modern shops with minimarket franchises have spread to a number of cities and districts. Modern retail business in the form of hypermart, Indomaret, Alfamart, department store and wholesaler. While shopping centers can be in the form of malls and trade centers. The focus of this research is how are modern retail business practices and how is consumer protection in modern retail businesses?. The data in this study were collected using the methods of observation, interviews and documentation. This type of research is an empirical juridical research using a socio legal approach. The results in this study are first, modern retail business which is a development of traditional retail. In practice, the business applies modern concepts by utilizing technology and accommodates lifestyle developments at the community and consumer level. However, there are still frequent price mistakes made by business actors to consumers. This starts from the unsynchronized price listed on the displayed product with the price stored in the computerized system (product data input on the computer application) at the cashier. Second, business actors need to make efforts to synchronize prices so that price errors do not occur, as well as pay attention to the total purchases that are calculated automatically by the computerized system (product data input on computer applications) and the money that consumers give. Buyers as consumers get protection under the Consumer Protection Act and khiyar aibi in Islamic law. Increasing the accuracy and accuracy of modern retail business actors must always be done, and consumers are required to be smarter in this contemporary muamalah era, by understanding a good transaction method to avoid unwanted things.
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3

Alon, Ilan, and Michael Alexander Kruesi. "The enigma of franchising in China." Journal of Business Strategy 41, no. 5 (November 4, 2019): 15–25. http://dx.doi.org/10.1108/jbs-06-2019-0108.

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Purpose Although China is among the most populated and fastest growing markets in the world, the reason why China’s franchising scale and scope is so limited remains an enigma. The purpose of this paper is to shed light on franchising in China and offer strategies for practitioners to more effectively operate under a franchise model in the Chinese market. Design/methodology/approach This paper reviews both literature and practical sources providing some primary data from interviews conducted with franchise industry practitioners in China. Findings The findings of this paper are that foreign entrants to China must carefully consider if they should enter the Chinese market through franchising or if the market may be too difficult to navigate. Franchisors, whose brand is unknown in China or have operations that are too Western-centric, should probably seek international markets closer to home. Those with a high value proposition in the local market and the capabilities to adapt effectively to China’s peculiarities may, however, find a promising and profitable niche to operate in. Originality/value This paper focuses on the under examined realities of franchising in the Chinese market. Based on the previous experiences of franchisors in China, the paper raises seven practical strategies that practitioners can use to more successfully enter the Chinese market through franchising. Although China is among the most populated and fastest growing markets in the world, the reason why China’s franchising scale and scope is so limited remains an enigma. According to the International Franchise Association and International Trade Administration reports, China is among the top-ranking countries in terms of trade opportunities, with the top 100 franchisor sales estimated at ¥428bn (about US$66bn). China is the largest franchise market in the world, with over 4,500 franchise systems and some 400,000 franchised outlets in over 70 industries. However, considering China’s US$13.6tn (2018) economy, this is still far lower than its full potential. In addition, the scope of franchising is limited and is mostly centered in food and beverage and retail outlets, which consists of approximately 40 per cent of all franchisors.
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4

Sveum, Matthew, and Michael Sykuta. "The Effect of Franchising on Establishment Performance in the U.S. Restaurant Industry." Cornell Hospitality Quarterly 60, no. 2 (June 4, 2018): 104–15. http://dx.doi.org/10.1177/1938965518777970.

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A central theme in much of the franchising literature is that franchising mitigates the Principle–agent problems between the owner of the franchise company and the operator of the local establishment by making the operator the owner-franchisee of the establishment. Despite the centrality of that assumption in the literature, there is little empirical evidence to support it. We use Census of Retail Trade data for essentially all full- and limited-service restaurants in the United States to test whether franchisee-ownership affects performance at the establishment level. We find a strong and robust franchise effect for full-service restaurants but little effect among limited-service restaurants. We argue this difference is consistent with agency costs given differences in work processes and the importance of managerial discretion.
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5

Kozłowski, Wojciech, and Jacek Michalak. "RETAIL TRADE IN POLAND. PART 1: THE CONSOLIDATION, AS THE LEADING ASPECT OF THE EVOLUTION OF THE TRADE." sj-economics scientific journal 21, no. 2 (June 30, 2016): 244–65. http://dx.doi.org/10.58246/sjeconomics.v21i2.355.

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Identify the key factors influencing the state and condition of the retail trade in Poland and the changes that have occurred in the market structure in the last several years, were the aim of the paper. An analysis of the potential of the Polish retail trade show that its distinctive feature was the growing sales while at the same time decreasing its dynamics in recent years. The current situation of the retail trade is resulting largely initiated in years 90 of last century of privatization and restructuring processes, the consequences of which revealed in the area of trade activities, as well as in market structure. Consolidation can be considered as the most important phenomenon of the transformation of retail trade in Poland. A visible manifestation of consolidation was the increasing market concentration (the dominance of large stores in the sales value) and the increasing importance of traditional shops associated with the changing model of consumer behavior and joining stores to the retailers franchise network.
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6

Fauzi, Inna. "The Nisbah of Indomaret Musyarakah Franchise in Indonesia: MUI Approach." Az-Zarqa': Jurnal Hukum Bisnis Islam 14, no. 2 (November 15, 2022): 261. http://dx.doi.org/10.14421/azzarqa.v14i2.2733.

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Abstract: The retail industry is an Indonesian business that provides basic needs and daily needs. This industry is engaged in a promising trading business. Conducting joint ventures with the public and business entities who wish to open a business in the field of trade (business retail) with a franchise system. On the other hand, the concept of cooperation promoted by the DSN MUI fatwa No. 08/DSN-MUI/IV/2000 must also continue to be applied for the realization of the Musyarakah concept. The purpose of this study was to find out how the calculation of the musharaka ratio of retail products at Indomaret in Kudus and how to analyze the fatwa of DSN MUI No 08/DSN-MUI/IV/2000 on the implementation system of calculating the musharaka ratio of retail products at Indomaret in Kudus. This study uses a qualitative descriptive method with a juridical-empirical approach. The results showed that the calculation of the musharaka ratio for retail products at Indomaret in Kudus was not in accordance with Islamic law through the fatwa of DSN MUI No 08/DSN-MUI/IV/2000 on the principle of Distribution of Business Results. In addition, the implementation system for calculating the musharaka ratio for retail products at Indomaret in Kudus tends to be subjective, not as in the Qur'an letter an-Nahl:9.Abstrak: Industri ritel merupakan bisni Indonesia yang menyediakan kebutuhan pokok dan kebutuhan sehari-hari. Industri ini bergerak dalam bidang usaha perdagangan yang cukup menjanjikan Mengadakan kerja sama (joint venture) dengan masyarakat dan badan usaha yang ingin membuka usaha dalam bidang perdagangan (businessretail) dengan sistem waralaba. D isisi lain, konsep kerja sama yang diusung oleh fatwa DSN MUI No 08/DSN-MUI/IV/2000 juga harus berus diterapkan demi terwujudnya konsep Musyarakah. Tujuan penelitian ini adalah untuk mengetahui bagaimana pelaksanaan perhitungan nisbah musyarakah produk retail pada Indomaret di Kudus serta bagaimana analisa fatwa DSN MUI No 08/DSN-MUI/IV/2000 terhadap sistem pelaksanaan perhitungan nisbah musyarakah produk retail pada Indomaret di Kudus. Penelitian ini menggunakan metode deskriptif kualitatif dengan pendekatan yuridis-empiris. Hasil penelitian menunjukkan bahwa pelaksanaan perhitungan nisbah musyarakah produk retail pada Indomaret di Kudus tidak sesuai dengan Hukum Islam melalui fatwa DSN MUI No 08/DSN-MUI/IV/2000 tentang prinsip Distribusi Hasil Usaha. Selain itu, sistem pelaksanaan perhitungan nisbah musyarakah produk retail pada Indomaret di Kudus cenderung bersifat subjektif tidak sebagaimana dalam al-Qur’an surat an-Nahl ayat 9.
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7

Conde Gómez, Guillermo. "El contrato de franquicia en la Propuesta de Anteproyecto de Ley de Código Mercantil tras el Dictamen del Consejo de Estado." Revista de Derecho de la UNED (RDUNED), no. 26 (December 18, 2020): 77. http://dx.doi.org/10.5944/rduned.26.2020.29166.

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El presente trabajo aborda el análisis del contrato de franquicia a la luz de la regulación prevista para los contratos de distribución en los artículos 545-1 y ss. de la Propuesta de Anteproyecto de Ley de Código Mercantil tras el Dictamen del Consejo de Estado. Pese a su gran importancia, nuestro ordenamiento jurídico carece actualmente de un régimen legal que regule un marco jurídico propio del contrato de franquicia, teniendo por tanto dicho contrato la consideración de atípico. No obstante, si bien la Ley 7/1996, de 15 de enero, de Ordenación del Comercio Minorista y el Real Decreto 201/2010, de 26 de febrero, por el que se regula el ejercicio de la actividad comercial en régimen de franquicia y la comunicación de datos al registro de franquiciadores, regulan algunos aspectos del contrato de franquicia en España, dichas regulaciones resultan del todo insuficientes, de tal manera que a día de hoy el contrato de franquicia continúa teniendo al Código Civil y al Código de Comercio como principales referencias normativas. De esta manera, la regulación del contrato de franquicia prevista en la Propuesta de Anteproyecto de Ley de Código Mercantil tras el Dictamen del Consejo de Estado, pese a no ser el primer intento de regular el contrato de franquicia, de finalmente materializarse constituirá un importante avance en la regulación de dicha figura contractual en nuestro ordenamiento jurídico, aportando mayor seguridad jurídica al sector de la franquicia en España.This paper analyzes the franchise agreement in light of the regulation provided for distribution agreements in articles 545-1 et seq. of the Proposal of the Draft Law of the Commercial Code issued after the Opinion of the Spanish State Council. Despite its great importance, our legal system currently lacks a legal regime that regulates a legal framework of the franchise agreement, therefore, said agreement is considered as atypical. However, although Law 7/1996, of January 15, on Retail Trade and Royal Decree 201/2010, of February 26, which regulates the exercise of commercial activity under the franchise regime and the communication of data to the franchisor registry, regulate some aspects of the franchise agreement in Spain, these regulations are completely insufficient, therefore to this day the franchise agreement continues to have the Spanish Civil Code and the Spanish Commercial Code as its main legal references. Thus, the proposed regulation of the franchise agreement provided for in the Proposal of the Draft Law of the Commercial Code issued after the Opinion of the Spanish State Council, despite not being the first attempt to regulate the franchise agreement, if it finally occurs will constitute an important step forward in the regulation of such agreement in our legal system, providing greater legal certainty for the franchise sector in Spain.
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8

Fawaiq, Muhammad. "ANALISIS MODA ENTRI PENYEDIA JASA RITEL INDONESIA KE ASEAN: STUDI KASUS PADA ALFAMART." Buletin Ilmiah Litbang Perdagangan 9, no. 1 (July 31, 2015): 25–43. http://dx.doi.org/10.30908/bilp.v9i1.14.

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Studi ini bertujuan untuk menganalisis moda entri jasa ritel Indonesia ke negara-negara ASEAN sesuai dengan komitmen setiap negara di AFAS Paket 8. Metode yang digunakan adalah analisis deskriptif dan indeks Hoekman. Hasil studi menunjukkan bahwa Alfamart masuk ke pasar jasa ritel Filipina tanpa memanfaatkan kerjasama AFAS. Hal ini disebabkan Filipina masih menutup jasa ritelnya pada kerjasama tersebut. Moda entri yang digunakan Alfamart untuk masuk ke Filipina adalah waralaba. Suksesnya Alfamart menjadi tolak ukur untuk mengembangkan alternatif moda entri ke negara-negara ASEAN lainnya sesuai dengan hasil pemetaan peluang akses pasar di AFAS Paket 8. Moda Entri yang diusulkan tersebut yaitu: a) Waralaba untuk negara yang belum terbuka (indeks Hoekman 0) yaitu Brunei Darussalam dan Laos, b) Usaha patungan pada negara-negara yang membuka akses pasar dengan pembatasan (indeks Hoekman 0,5) yaitu Malaysia dan Myanmar, dan c) Kepemilikan saham penuh pada negara-negara yang membuka akses pasar tanpa pembatasan (indeks Hoekman 1) yaitu Vietnam, Kamboja, Singapura dan Thailand. Faktor kunci suksesnya ekspor jasa ritel dalam kasus ini adalah mitra bisnis lokal yang membeli master franchise. Untuk itu, pemerintah dapat berperan dalam promosi dan misi dagang ke luar negeri untuk menarik mitra bisnis. The aim of this study is to analyze the mode of entry of Indonesia’s retail supplier into ASEAN countries in accordance with the commitment of each country in AFAS Package 8. The methods deployed in this study are the Hoekman Index and descriptive analysis. The study results show that Alfamart has entered into the Philippine market retail services without utilizing AFAS cooperation. This is due to Philippines’s policy that still close its retail services market on such cooperation. The mode of entry used by Alfamart is franchise service. The success of Alfamart can be a benchmark to develop alternative modes of entry into other ASEAN countries in accordance with market access opportunities mapping of AFAS package 8. The alternatives of entry modes proposed in this study are: a) franchise for countries that does not have open access yet (indeks Hoekman 0) such as Brunei Darussalam and Laos, b) joint ventures in countries which have limited open access (indeks Hoekman 0.5) such as Malaysia and Myanmar , c) and wholly owned subsidiary in countries with full access into the market without restrictions (indeks Hoekman 1) such as Vietnam, Cambodia, Singapore and Thailand. A key factor which contributes to the success of retail service exports is local business partners who purchases master franchise. For that, the government can play a decisive role in promoting trade missions abroad to attract business partners.
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Zhiglova, Yana A., Dariko K. Balakhanova, Aleksei Zh Yakushev, Sergey L. Ozerov, and Tamerlan R. Marzaganov. "ANALYSIS OF FOREIGN AND RUSSIAN PRACTICAL EXPERIENCE OF BUSINESS MODELING ON THE EXAMPLE OF GLORIA JEANS JSC." EKONOMIKA I UPRAVLENIE: PROBLEMY, RESHENIYA 5/2, no. 146 (2024): 77–86. http://dx.doi.org/10.36871/ek.up.p.r.2024.05.02.009.

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The relevance of this article lies in identifying and building an adaptive business model for the rapidly changing and unstable business in the clothing retail industry in Russia. It is impossible to imagine the existence of a successful business without a clear visualization of its activities; it must not only be well thought out, but also properly designed. Business modeling can help with this. The purpose of the article is to analyze the conduct of activities of JSC Gloria Jeans, build a business model of the organization and formulate recommendations for its improvement. An assessment of the market and leading representatives in the retail trade was carried out, and a business model of Gloria Jeans JSC was built based on an analysis of its activities. The ways of developing the business model are proposed: segmentation of consumers, opening stores under a different brand, opening a franchise and scaling a business, founding a group of companies.
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Mookherjee, Dilip. "Decentralization, Hierarchies, and Incentives: A Mechanism Design Perspective." Journal of Economic Literature 44, no. 2 (May 1, 2006): 367–90. http://dx.doi.org/10.1257/jel.44.2.367.

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Separation of ownership from management, multidivisional firm organizations, delegation of production decisions to worker teams, delegation of pricing and advertising decisions to retail franchisers, reliance on intermediaries in trade or finance, and distribution of regulatory authority across different agencies represent examples of organizations that delegate and distribute decision-making authority instead of centralizing it. This paper reviews literature on costs and benefits of delegated decision making in hierarchical organizations or contracting networks with regard to problems of incentives and coordination. It starts by describing incentive and coordination costs of delegation in simple canonical examples of hierarchies where both information and incentives of different decisionmakers differ. One class of models pertain to contexts where the classical Revelation Principle applies, i.e., where costs of contractual complexity, information processing, or communication are absent, agents do not collude, and the mechanism designer can commit to the mechanism. Delegation may conceivably entail a loss of control and coordination arising from the divergence of information and incentives. Sufficient and necessary conditions for this loss to be mitigated entirely include risk neutrality, top-down contracting, and monitoring of transfers or production assignments between subordinates. The next class of models introduces communication costs that restrict the performance of centralized arrangements relative to delegation owing to a resulting loss of flexibility, which has to be traded off against possible control losses of delegation. Finally, consequences of collusion among agents is discussed, which typically enlarge the range of circumstances under which delegation can attain optimal second-best outcomes. The paper concludes with a discussion of the relevance of this theoretical literature to recently emerging empirical studies of industrial organizations where delegated decision making plays an important role: adoption of innovative human resource management practices, new information technologies and retail franchising.
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Voges, Jonathan. "Medien zum Selbermachen Der Baumarkt als Ort des medialisierten Einkaufs seit den 1970er Jahren." Zeitschrift für Unternehmensgeschichte 66, no. 1 (March 1, 2021): 51–67. http://dx.doi.org/10.1515/zug-2020-0026.

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Abstract Starting in the late 1960s and even more pronounced in the 70s, West-Germany saw an increasing number of hardware stores being founded. Since the idea behind the integrated Do-it-yourself-retail-store originated in the United States, it had to be adapted to suit Western-German circumstances. The problem that hardware-store owners faced right from the beginning, was, that the articles in their stores did not represent finished consumer goods, but rather goods that were meant to be turned into such by being used by the customer. Furthermore, until late in the 70s the products on offer were unfamiliar and in need of explanation to the German customers and therefore consulting intensive. In order to reduce the need for customer advisory, but still offer an attractive shopping experience and moreover to make clear, that the store offers not only products, but solutions to a range of different problems, the store owners, their franchise centers and their trade-association focused their efforts on the use of new technologies. It was the video technology that developed a leading role in this effort: By using this technology, stores were able to combine the offer of entertaining media, explanations to the usage of their products in action (which in turn reduced the need for customer advisory) and illustrations of the features of the DIY-products on offer. Starting in the mid-70s, this led to the production of films, which were shown on infinite loop in the hardware-stores.
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Labrecque, Joanne, Bertrand Dulude, and Sylvain Charlebois. "Sustainability and strategic advantages using supply chain-based determinants in pork production." British Food Journal 117, no. 11 (November 2, 2015): 2630–48. http://dx.doi.org/10.1108/bfj-02-2015-0068.

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Purpose – The purpose of this paper is to examine the use of sustainability as strategic cornerstone for a marketing channel in a mature market, particularly in the hog industry in the Canadian Province of Quebec. Due to the growing attention to sustainability, and the international trend toward agricultural trades and stakeholder involvement in food, there is a need for a system-based approach in the field of food systems sustainability. Design/methodology/approach – In total, 12 semi-structured individual interviews were conducted among marketing managers working for different organizations within the Quebec hog marketing channel. The organizations chosen vary depending on the size, level of integration and involvement in the industry, to create a sample that adequately represents the industry. For the purpose of this research, three primary producers, one veterinarian, three licenced abattoirs, one food processor, one distributor, one independent retailer and two types of food service facility, one from a franchise system and the other from a high-end restaurant were questioned regarding the current state of the industry, as well as the impact of sustainable development on their strategic plans. Findings – The Canadian hog and pork industry is currently facing strong competition from several fronts: the USA and South America, a population with increasingly sophisticated demands, a strong Canadian dollar and a significant increase in input costs, particularly in respect to oil and corn. To be able to meet this competition, and in order to prosper in an uncertain marketplace, marketing channel believes that it must reduce its production costs, increase product awareness in the domestic market and promote cooperation among industry members. Research limitations/implications – This research is mainly concerned with the Quebec hog industry. External validity has not been achieved with the current research. In addition, a lack of distributor availability to answer the interview questions limits researchers’ capacity to extrapolate results to all retailers. Meetings with other food distributors would be required to verify the accuracy of results. Although this study is exploratory in nature, several appealing research avenues emerge. First, the research focusses primarily on members of the distribution network, but does not consider the consumers’ point of view. It would be fruitful to study the impact of sustainable development on the perceived product quality by measuring consumers’ intent to purchase. Practical implications – The principal point of interest that makes this case worthy of study and of potential application to future business modeling is how sustainability and sustainable development is perceived throughout various marketing channels. The Quebec hog industry faces strong competition from several countries that are able to offer a similar product at a lower cost. The mature market consists of a limited number of producers interested in offering a product on the market at the lowest possible price. Social implications – When it comes to sustainable development and the hog industry, the economic and environmental aspects seem to be well understood by members of the industry. On the other hand, the social aspect of sustainability is not mentioned frequently and is often not a part of the leaders’ main concerns. Nevertheless, members of the industry agree that sustainable development affects the Quebec hog value chain, and will remain a topic of interest in the coming years. Originality/value – To the knowledge, no study has been conducted to evaluate the use of sustainability as strategic cornerstone for a marketing channel in a mature market, particularly in the hog industry. Many studies have been conducted in a context of emerging markers. However, very few studies addressed the issue in an established economic environment.
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Bazylevych, Viktor, and Kristina Zhukovska. "DEVELOPMENT OF FRANCHISE MECHANISM OF INTELLECTUAL PROPERTY COMMERCIALIZATION IN UKRAINE." Eastern Europe: economy, business and management, no. 2(29) (2021). http://dx.doi.org/10.32782/easterneurope.29-6.

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The main purpose of the study is to analyze nature, features and role of franchising in commercialization of intellectual property. Authors proved that franchising mechanism can lead to high returns from minimal risks and increase the level of innovative development of national economy. Franchising investigated as a form of business organization that meets the needs of today's consumer markets. The nature and role of franchising in modern globalized marketplace are discovered. Peculiarities of commercialization of the results of creative intellectual activity are analyzed. The history of franchising is considered. Analysis of the economic nature of franchising and main approaches to its definition as an economic category are generalized. The current state of the Ukrainian franchising market is studied. Theoretical model of interaction between franchisor and franchisee in the intellectual property market is considered. Examples of the most successful modern Ukrainian franchises are considered. Advantages of franchising as an effective business model and mechanism of intellectual property commercialization are determined. In the context of the commercialization of intellectual property, franchising provides certain benefits for both parties to the franchise agreement and, at the same time, creates additional risks. By entering into a franchise relationship, the owner of intellectual property rights risks losing the business reputation and trust of consumers through the production and sale of low-quality products to the franchisee. Conducted analysis demonstrated that franchising market grew by 18% compared to the same period last year. At the same time, the Ukrainian franchise market remain quite diversified. Enterprises operate in various fields: catering, services, retail trade. Authors proved that in a post-industrial economy, intellectual property becomes a major factor of production, and intellectual property relations are developing rapidly. Under these conditions, franchising forms an effective mechanism for the commercialization of an intellectual product and creates the preconditions for increasing the competitiveness of economic entities in the conditions of post-industrial transformations.
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Manna, Dean R., Alan D. Smith, and David P. Synowka. "Exploring Agency Theory Implications With Franchising." Journal of Business & Economics Research (JBER) 4, no. 4 (February 8, 2011). http://dx.doi.org/10.19030/jber.v4i4.2652.

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<p class="MsoNormal" style="text-align: justify; margin: 0in 0.5in 0pt;"><span style="mso-bidi-font-style: italic;"><span style="font-size: x-small;"><span style="font-family: Times New Roman;">The franchiser-franchisee relationship (FFR) can be examined from two theoretical perspectives, Agency Theory and Exchange Theory.<span style="mso-spacerun: yes;">&nbsp; </span>Strategic management of demands that the leadership makes decisions on what the company should do and what the company should not do.<span style="mso-spacerun: yes;">&nbsp; </span>This type of decision-making is called making trade-offs and has much to do with Agency Theory&rsquo;s applications to FFR.<span style="mso-spacerun: yes;">&nbsp; </span>One reason that operational effectiveness is the preferred way is that it has inherently little risks during the short term.<span style="mso-spacerun: yes;">&nbsp; </span>Managers would be willing to make decisions if the risks were not so high on the long term.<span style="mso-spacerun: yes;">&nbsp; </span>From the Agency Theory viewpoint, dual distribution can be analyzed in a cost versus cost trade-off schema.<span style="mso-spacerun: yes;">&nbsp; </span>The approach argues that both franchising and company ownership have costs associated with them.<span style="mso-spacerun: yes;">&nbsp; </span>Dual distribution is considered an internal solution to the cost tradeoff.<span style="mso-spacerun: yes;">&nbsp; </span>Some of the costs in question are inefficiency of client risk sharing, franchisees that are free riding and the legal costs of terminating a franchise.<span style="mso-spacerun: yes;">&nbsp; </span>Under dual distribution the mix of company ownership and franchising minimizes the sum of these total costs.<span style="mso-spacerun: yes;">&nbsp; </span>When looking at market demand and the impact strategic decisions may influence it several factors come into play, including point of sale service.<span style="mso-spacerun: yes;">&nbsp; </span>The components include the impact of outlet level services provided to the consumer enhancing value via the shopping experience, the franchiser&rsquo;s level of effort to streamline the supply chain to all retail outlets, which enhances the image and reputation of the brand with the customer.<span style="mso-spacerun: yes;">&nbsp; </span>Aspects of Agency Theory can be extended to include credible communication of franchise brand equity.<span style="mso-spacerun: yes;">&nbsp; </span></span></span></span></p>
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15

Newman, James. "Save the Videogame! The National Videogame Archive: Preservation, Supersession and Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.167.

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Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takeshita’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takeshita Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.
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Hackett, Lisa J., and Jo Coghlan. "Why <em>Monopoly</em> Monopolises Popular Culture Board Games." M/C Journal 26, no. 2 (April 26, 2023). http://dx.doi.org/10.5204/mcj.2956.

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Introduction Since the early 2000s, and especially since the onset of COVID-19 and long periods of lockdown, board games have seen a revival in popularity. The increasing popularity of board games are part of what Julie Lennett, a toy industry analyst at NPD Group, describes as the “nesting trend”: families have more access to entertainment at home and are eschewing expensive nights out (cited in Birkner 7). While on-demand television is a significant factor in this trend, for Moriaty and Kay (6), who wouldn’t “welcome [the] chance to turn away from their screens” to seek the “warmth and connection you get from playing games with live human family and friends?” For others, playing board games can simply be about nostalgia. Board games have a long history not specific to one period, geography, or culture. Likely board games were developed to do two things – teach and entertain. This remains the case today. Historically, miniature versions of battles or hunts were played out in what we might recognise today as a board game. Trade, war, and science impacted on their development, as did the printing press, which allowed for the standardisation of rules. Chess had many variations prior to the fifteenth century. Similarly, the Industrial Revolution allowed for the mass production of board games, boosting their popularity across nations, class, and age (Walker 13). Today, regardless of or because of our digital lives, we are in a “board game renaissance” (Booth 1). Still played on rainy days, weekends, and holidays, we now also play board games in dedicated game board cafés like the Haunted Game Café in America, the Snakes and Lattes in Canada, or the Mind Café in Singapore. In the board game café Draughts in the UK, customers pay £5 to select and play one of 800 board games, including classics like Monopoly and Cluedo. These cafes are important as they are “helping manufacturers to understand the kind of games that appeal to the larger section of players” (Atrizton). COVID-19 caused board game sales to increase. The global market was predicted to increase by US$1 billion in 2021, compared to 2020 (Jarvis). Total sales of board games in Australia are expected to reach AU$86 million in 2023, an almost 10 per cent increase from the preceding year (Statista "Board Games – Australia"). The emergence of Kickstarter, a global crowdfunding platform which funds new board games, is filling the gap in the contemporary board game market, with board games generating 20 per cent of the total funding raised (Carter). Board games are predicted to continue to grow, with the global market revenue record at US$19 billion dollars in 2022, a figure that is expected to rise to US$40 billion within 6 years (Atrizton). If the current turn towards board games represents a desire to escape from the digital world, the Internet is also contributing to the renaissance. Ex-Star Trek actor Wil Wheaton hosts the popular Web series TableTop, in which each episode explains a board game that is then played, usually with celebrities. The Internet also provides “communities” in which fans can share their enthusiasm, be it as geek culture or cult fandom (Booth 2). Booth provides an eloquent explanation, however, for the allure of face-to-face board games: “they remind us of our face-to-face past, and recall a type of pre-digital luddism where we can circle around the ‘campfire’ of the game board” (Booth 1-2). What makes a board game successful is harder to define. Phillip Orbanes, an American game designer and former vice-president of research and development at Parker Brothers, has attempted to elucidate the factors that make a good board game: “make the rules simple and unambiguous … don’t frustrate the casual player … establish a rhythm … focus on what’s happening off the board … give ‘em chances to come from behind … [and] provide outlets for latent talents” (Orbanes 52-55). Orbanes also says it is important to understand that what “happens off the board is just as important to the experience as the physical game itself” (Orbanes 51). Tristan Donovan contends that there are four broad stages of modern board games, beginning with the folk era when games had no fixed author, their rules were mutable, and local communities adapted the game to suit their sensibilities. Chess is an example of this, with the game only receiving the fixed rules we know today when tournaments and organisations saw the need for a singular set of rules. Mass production of games was the second stage, marking “the single biggest shift in board game history – a total flip in how people understood, experienced and played board games. Games were no long[er] malleable objects owned by the commons, but products created usually in the pursuit of profit” (Donovan 267). An even more recent development in game boards was the introduction of mass produced plastics, which reduced the cost of board game construction and allowed for a wider range of games to be produced. This was particularly evident in the post-war period. Games today are often thought of as global, which allows gamers to discover games from other regions and cultures, such as Catan (Klaus Teuber, 1995), a German game that may not have enjoyed its immense success if it were not for the Internet. Board game players are broadly categorised into two classes: the casual gamer and the hobby or serious gamer (Rogerson and Gibbs). The most popular game from the mass production era is Monopoly, the focus of this article. The History of Monopoly Monopoly was designed and patented by American Elizabeth Magie (1866-1948) in 1902, and was originally called The Landlord’s Game. The game was based on the anti-monopoly taxation principles of Henry George (1839-1897), who argued that people should own 100 per cent of what they make and the land should belong to everyone. Land ownership, considered George, only benefitted land owners, and forces working people to pay exorbitant rent. Magie’s original version of the game was designed to demonstrate how rents enrich property owners and impoverish tenants. Renters in Australia’s property market today may recognise this side of ruthless capitalism. In 1959 Fidel Castro thought Monopoly “sufficiently redolent of capitalism” that he “ordered the ­destruction of every Monopoly set in Cuba” (McManus). Magie, however, was not credited with being the original inventor of Monopoly: rather, this credit was given to Charles Darrow. In 2014, the book The Monopolist: Obsession, Fury, and the Scandal behind the World's Favorite Board Game by Mary Pilon re-established Magie as the inventor of Monopoly, with her role and identity unearthed by American Ralph Anspach (1926-2022), an Adam Smith economist, Polish-German refugee, and anti-Vietnam protestor. According to Pilon, Magie, a suffragette and progressive economic and political thinker, was a Georgist advocate, particularly of his anti-monopolist policies, and it was this that informed her game’s narrative. An unmarried daughter of Scottish immigrants, she was a Washington homeowner, familiar with the grid-like street structure of the national capital. Magie left school at 13 to help support her family who were adversely impacted upon by the Panic of 1873, which saw economic collapse because of falling silver prices, railroad speculation, and property losses. She worked as a stenographer and teacher of Georgist single tax theory. Seeking a broader platform for her economic ideas, and with the growing popularity of board games in middle class homes, in 1904 Magie secured a patent for The Landlord’s Game, at a time when women only held 1 per cent of US patents (Pilon). The original game included deeds and play money and required players to earn wages via labour and pay taxes. The board provided a circular path (as opposed to the common linear path) in which players circled through rental properties and railroads, and could acquire food, with natural reserves (oil, coal, farms, and forests) unable to be monopolised. However, she created two sets of rules – the monopoly rules familiar to today’s players, and anti-monopoly rules in which tensions over human greed and altruism could be played out by participants. Magie started her own New York firm to manufacture and distribute the game, continued the struggle for women’s equality, and raged against wealthy monopolists of the day such as Andrew Carnegie (Pilon). By the late 1920, the game, mostly referred to as the ‘monopoly’ game, was popular, but many who played the game were playing handmade versions, likely unaware of the original Landlord’s Game. In 1931, mass-produced versions of the game, now titled Finance, began to appear, with some changes, including the ability to purchase properties, along with rule books. Occurring at the same time as the emergence of fixed-price goods in large department stores, the game, which now included chance cards, continued to be popular. It was Charles Darrow who sold Monopoly to Parker Brothers, even if he did not invent it. Darrow was introduced to one of the variants of the game and became obsessed with the game, which now featured the Community Chest and Free Parking, but his version did not have a set of rules. An unemployed ex-serviceman with no college education, Darrow struggled to provide for his family. By 1932, America was in the grip of the Great Depression, with housing prices collapsing and squatting common in large American cities. Befriending an artist, Darrow sought to provide a more dynamic and professional version of the game and complete it with a set of rules. In 1933, Darrow marketed his version of the game, titled Mr Monopoly, and it was purchased by Parker Brothers for US$7,000 in 1935. Magie received just US $500 (Farzan). Monopoly, as it was rebranded, was initial sold for $2 a game, and Parker Brothers sold 278,000 games in the first year. In 1936, consumers purchased 1.7 million editions of the game, generating millions of dollars in profits for Parker Brothers, who prior to Monopoly were on the brink of collapse (Pilon). Mary Pilon’s The Monopolists also reveals the struggle of Ralph Anspach in the 1970s to sell his Anti-Monopoly board games, which Parker Brothers fought in the courts. Anspach’s game sought to undermine the power of capitalist monopolies, which he had witnessed directly and negatively impact on fuel prices in America in the early 1970s. Hence the aim was to produce a game with an anti-monopolist narrative grounded in the free-market thinking of Adam Smith. Players were rewarded by breaking monopoly ownerships of utilities such as railroads and energy and metal reserves. In preparing his case against Parker Brothers, Anspach “accidentally discovered the true history of the game”, which began with Magie’s Landlord’s Game. Magie herself had battled with Parker Brothers in order to be “credited as the real originator of the game” and, like Anspach, reveal how Parker Brothers had changed the anti-capitalist narrative of the game, making it the “exact opposite” of its original aims (Landlordsgame). Anspach’s court room version of his battle with Parker Brothers was published in 2000, titled Monopolygate: During a David and Goliath Battle, the Inventor of the Anti-Monopoly® Game Uncovers the Secret History of Monopoly®. Monopoly Today Monopoly is now produced by Hasbro. It is the highest selling board game of all time, with an estimated 275 million units of Monopoly sold (Lee). Fan bases are clearly large too: the official Monopoly Facebook accounts report 9.9m likes (Facebook), and 68% of American households report owning a version of Monopoly (Statista "Which"). At the end of the twentieth century it was estimated that 550 million, or one in 12 people worldwide, had played the game (Guinness World Records "Most Popular"). Today it is estimated that Monopoly has been played by more than one billion people, and the digital Monopoly version has had over 100 million downloads (Johnson). The ability to play beloved board games with a computer opponent or with other players via the Internet arguably adds to the longevity of classic board games such as Monopoly. Yet research shows that despite Monopoly being widely owned, it is often not played as much as other games in people’s homes (d'Astous and Gagnon 84). D’Astous and Gagnon found that players in their study chose Monopoly to play on average six times a year, less than half the times they played Cluedo (13 times a year) or Scrabble (15 times). As Michael Whelan points out, Magie’s original goal was to make a statement about capitalism and landlords: a single player would progress round the board building an empire, whilst the others were doomed to slowly descend into bankruptcy. It was “never meant to be fun for anyone but the winner” (Whelan). Despite Monopoly’s longevity and impressive sales record, it is perhaps paradoxical to find that it is not a particularly popular or enjoyed game. Board Game Geek, the popular board game Website, reports in 2023 that the average rating for Monopoly by over 33,000 members is just 4.4 out of 10, and is ranked the 23,834th most popular game on the site (Board Game Geek). This is mirrored in academic studies: for example, when examining Orbane’s tenets for a good board game, d’Astous and Gagnon (84) found that players' appreciation of Monopoly was generally low. Not only is appreciation low for the game itself, it is also low for player antics during the game. A 2021 survey found that Monopoly causes the most fights, with 20% of households reporting “their game nights with friends or family members are often or always disrupted by competitive or unfriendly behaviour”, leading to players or even the game itself being banned (Lemore). Clearly Orbane’s tenet that the game “generates fun” is missing here (Orbanes 52). Commentators ask why Monopoly remains the best-selling board game of all time when the game has the “astonishing ability to sow seeds of discord” (Berical). Despite the claims that playing Monopoly causes disharmony, the game does allow for player agency. Perhaps more than any other board game, Monopoly is subjected to ‘house rules’. Buzzfeed reported 15 common house rules that many people think are official rules. In 2014 the official Monopoly Facebook page posted a video claiming that “68% of Americans have never read the official game rules” and that “49% of Americans had admitted to playing with their own ‘house rules’”. A look through these rules reveals that players are often trying to restore the balance of power in the game, or in other words increase the chance that a player can win. Hasbro has embraced these rules by incorporating some of them into the official rules. By incorporating players' amendments to the game, Hasbro can keep the Monopoly relevant. In another instance, Hasbro asked fans to vote on new tokens, which led to the thimble token being replaced with a Tyrannosaurus Rex. This was reversed in 2022 when nostalgic fans lobbied for the thimble’s return. Hasbro has also been an innovator by creating special rules for individual editions: for example, the Longest Game Ever edition (2019) slows players down by using only a single dice and has an extended game board. This demonstrates that Hasbro is keen to innovate and evolve the game to meet player expectations. Innovation and responsiveness to fans is one way that Hasbro has maintained Monopoly’s position as highest-selling board game. The only place the original Monopoly rules seem to be played intact are at the official competitions. Collecting and Nostalgia The characteristics of Monopoly allow for a seemingly infinite number of permutations. The places on the board can be real or fictional, making it easily adaptable to accommodate different environments. This is a factor in Monopoly’s longevity. The number of Monopoly editions are endless, with BoardGameGeek listing over 1,300 versions of the game on its site. Monopoly editions range from collector and commemorative editions to music, television, and film versions, actor-based editions, sports club editions, editions tied to toy franchises, animal lover editions, country editions, city editions, holiday editions, car brand editions, motor bike editions, as well as editions such as Monopoly Space, editions branded to popular confectionary, Ms Monopoly, and Go Green Monopoly. Each of these contain their own unique modifications. The Go Green version includes greenhouses, dice are made from FSC-certified wood from well-managed forests, tokens are made with plant-based plastic derived from sugarcane, a renewable raw material, and players can vie to have monopolistic control over renewable energy firms, solar farms, and bike paths. Licencing agreements allows Hasbro to leverage two sets of popular culture fans and collectors simultaneously: fans of Monopoly and its different versions, and fans of the Monopoly branded collectable, such as the Elvis Collector’s edition and Breaking Bad Monopoly. Apart from licencing, what else explains the longevity of Monopoly? Fred Davis demonstrates that nostalgia is an important sociological phenomenon, allowing consumers to re-imagine the past via iconic items including toys. Generation Y, also known as Millennials or digital natives, a cohort born between 1982 and 1994 who have grown up with technology as part of their everyday lives, are particularly interested in ‘heritage-inspired’ goods (Marchegiani and Phau). These consumers enjoy the past with a critical eye, drawn by the aesthetic properties of nostalgic goods rather than a direct personal connection (Goulding 575). Popular culture items are a site of widespread collecting behaviour (Geraghty 2). Belk argues that our possessions are used to construct our social selves. Collectors are a special kind of consumer: where consumers use and discard goods as needed, collectors engage with goods as special objects to be maintained and preserved (Belk 254), which is often achieved through ritualistic behaviour (McCracken 49). This is not to say that items in a collection are removed from use entirely: often being used in the normal manner, for example, clothing collectors will wear their items, yet take care of them in the a way they see akin to conservatorship (Hackett). Collections are often on display, often using the flexibility of the Internet as showground, as is the case with Neil Scallon’s world record collection of Monopoly’s 3,554 different versions of the game (World of Monopoly). Monopoly has low barriers to entry for a collector, as many sets retail at a low price-point, yet there are a few sets which are very expensive. The most expensive Monopoly set of all time retailed for US$2 million, and the cost was mainly borne out of the luxurious materials used: “the board is made from 23 carat gold, rubies and sapphires top the chimneys of the solid gold houses and hotels and the dice have 42 full cut diamonds for spots” (Guinness World Records "Most Expensive"). Conclusion The recent resurgence in board game popularity has only served to highlight Monopoly’s longevity. Through clever marketing and leveraging of nostalgia and popular culture fandoms, Hasbro has managed to retain Monopoly’s position as the number one board game, in sales figures at least. Despite its popularity, Monopoly suffers from a reputation as a conduit for poor player behaviour, as one person triumphs at the downfall of the other players. The game dynamics punish those whom fortune did not reward. In this regard, Elizabeth Magie’s initial aim of teaching about the unfairness of capitalism can be considered a resounding success. In re-establishing her role as a feminist and inventor at the turn of the century, embraced by progressive left-wingers of the 1930s, her story as much as that of Monopoly is a valuable contribution to modern popular culture. References Atrizton. Board Games Market – Global Outlook & Forecast 2023-2028. 2023. Belk, Russell W. "Collectors and Collecting." Handbook of Material Culture. Eds. Christopher Tilley et al. London: Sage, 2006. 534-45. Berical, Matt. "Monopoly Is a Terrible Game. Quit Playing It." Fatherly 4 Mar. 2020. Birkner, Christine. "Get on Board." Adweek 3-10 Apr. 2017: 7. Board Game Geek. "Monopoly." 2023. Booth, Paul. Game Play: Paratextuality in Contemporary Board Games. Bloomsbury, 2015. Buzzfeed. "15 Monopoly Rules That Aren't Actually Rules: Settled That 'Free Parking' Debate." Buzzfeed 27 Mar. 2014. Carter, Chase. "Tabletop Games Have Made over $1.5 Billion on Kickstarter." Dicebreaker 13 Dec. 2022. D'Astous, Alain, and Karine Gagnon. "An Inquiry into the Factors That Impact on Consumer Appreciation of a Board Game." Journal of Consumer Marketing 24.2 (2007): 80-89. Davis, Fred. Yearning for Yesterday: A Sociology of Nostalgia. New York: Free Press, 1979. Donovan, Tristan. "The Four Board Game Eras: Making Sense of Board Gaming’s Past." Catalan Journal of Communication & Cultural Studies 10.2 (2018): 265-70. Facebook. "Monopoly." 1 Mar. 2023. Farzan, Antonia Noori. "The New Monopoly ‘Celebrates Women Trailblazers,’ But the Game’s Female Inventor Still Isn’t Getting Credit." Washington Post 11 Sep. 2019. Geraghty, Lincoln. Cult Collectors. Routledge, 2014. Goulding, Christina. "Romancing the Past: Heritage Visiting and the Nostalgic Consumer." Psychology and Marketing 18.6 (2001): 565-92. Guinness World Records. "Most Expensive Board Game of Monopoly." 30 Jan. 2023. ———. "Most Popular Board Game." 30 Jan. 2023. Hackett, Lisa J. "‘Biography of the Self’: Why Australian Women Wear 1950s Style Clothing." Fashion, Style and Popular Culture 9.1-2 (2022). Johnson, Angela. "13 Facts about Monopoly That Will Surprise You." Insider 27 June 2018. Landlordsgame. "Landlord's Game History, Monopoly Game History." 2021. Lee, Allen. "The 20 Highest Selling Board Games of All Time." Money Inc 11 Mar. 2023. Lemore, Chris. "Banned from Game Night: ‘Monopoly’ Leads to the Most Fights among Family, Friends." Study Finds 2021. Marchegiani, Christopher, and Ian Phau. "Personal and Historical Nostalgia—a Comparison of Common Emotions." Journal of Global Marketing 26.3 (2013): 137-46. McCracken, Grant. Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities. Bloomington: Indiana UP, 1988. McManus, James. "Do Not Collect $200." New York Times, 2015. 10. Moriarity, Joan, and Jonathan Kay. Your Move: What Board Games Teach Us about Life. Sutherland House, 2019. Orbanes, Phil. "Everything I Know about Business I Learned from Monopoly." Harvard Business Review 80.3 (2002): 51-131. Pilon, Mary. The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game. Bloomsbury, 2015. Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop: Board Game Play and Parenting." Games and Culture 13.3 (2018): 280-300. Statista. "Board Games – Australia." 25 Mar. 2023. ———. "Which of These Classic Board Games Do You Have at Home?" Statista-Survey Toys and Games 2018 (2018). Walker, Damian Gareth. A Book of Historic Board Games. Lulu.com, 2014. Whelan, Michael. "Why Does Everyone Hate Monopoly? The Secret History behind the World's Biggest Board Game." Dicebreaker 26 Aug. 2021. World of Monopoly. "Neil Scallan's World Record List of Official Monopolu Items." 2016.
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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

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Abstract:
A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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18

Brabazon, Tara, and Stephen Mallinder. "Off World Sounds: Building a Collaborative Soundscape." M/C Journal 9, no. 2 (May 1, 2006). http://dx.doi.org/10.5204/mcj.2617.

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Abstract:
There are many ways to construct, shape and frame a history of popular music. From a focus on performers to a stress on cities, from theories of modernity to reveling in ‘the post,’ innovative music has been matched by evocative writing about it. One arc of analysis in popular music studies focuses on the record label. Much has been written about Sun, Motown, Factory and Apple, but there are many labels that have not reached this level of notoriety and fame but offer much to our contemporary understanding of music, identity and capitalism. The aim of this article is to capture an underwritten history of 21st century music, capturing and tracking moments of collaboration, movement and contact. Through investigating a specific record label, we explore the interconnectiveness of electronica and city-based creative industries’ initiatives. While urban dance culture is still pathologised through drug scares and law and order concerns, clubbing studies and emerging theories of sonic media and auditory cultures offer a significant trigger and frame for this current research. The focus on Off World Sounds (OWS) traces a meta-independent label that summons, critiques, reinscribes and provokes the conventional narratives of capitalism in music. We show how OWS has remade and remixed the collaborations of punk to forge innovative ways of thinking about creativity, policy and popular culture. While commencing with a review of the origin, ideology and intent of OWS, the final part of the paper shows where the experiment went wrong and what can be learnt from this sonic label laboratory. Moving Off World Popular cultural studies evoke and explore discursive formations and texts that activate dissent, conflict and struggle. This strategy is particularly potent when exploring how immigration narratives fray the borders of the nation state. At its most direct, this analysis provides a case study to assess and answer some of Nabeel Zuberi’s questions about sonic topography that he raises in Sounds English. I’m concerned less with music as a reflection of national history and geography than how the practices of popular music culture themselves construct the spaces of the local, national, and transnational. How does the music imagine the past and place? How does it function as a memory-machine, a technology for the production of subjective and collective versions of location and identity? How do the techniques of sounds, images, and activities centered on popular music create landscapes with figures? (3) Dance music is mashed between creativity, consumerism and capitalism. Picking up on Zuberi’s challenge, the story of OWS is also a history of what happens to English migrants who travel to Australia, and how they negotiate the boundaries of the Australian nation. Immigration is important to any understanding of contemporary music. The two proprietors of OWS are Pete Carroll and, one of the two writers of this current article, Stephen Mallinder. Both English proprietors immigrated to Perth in Australia. They used their contacts to sign electronica performers from beyond this single city. They encouraged the tracks to move freely through lymphatic digital networks for remixing—‘lymphatic’ signalling a secondary pathway for commerce and creativity where new musical relationships were being formed outside the influence of major record companies. Performers signed to OWS form independent networks with other performers. This mobility of sound has operated in parallel with the immigration policies of the Howard government that have encouraged insularity and xenophobia. In other eras of racial inequality and discrimination, the independent record label has been not only an integral part of the music industry, but a springboard for political dissent. The histories of jazz and rhythm and blues capture a pivotal moment of independent entrepreneurialism that transformed new and strange sounds/noises into popular music. In monitoring and researching this complex process of musical movement and translation, the independent label has remained the home of the peripheral, the misunderstood, and the uncompromising. Soul music in the United States of America is an example of a sonic form that sustained independence while corporate labels made a profit. Labels like Atlantic Records became synonymous with the success of black vocal music in the 1960s and 1970s, while the smaller independent labels like Chess and Invicta constructed a brand identity. While the division between the majors and the independents increasingly dissolves, particularly at the level of distribution, the independent label remains significant as innovator and instigator. It retains its status and pedagogic function in teaching an audience about new sounds and developing aural literacies. OWS inked its well from an idealistic and collaborative period of label evolution. The punk aesthetic of the late 1970s not only triggered wide-ranging implications for youth culture, but also opened spaces for alternative record labels and label identity. Rough Trade was instrumental in imbuing a spirit of cooperation and a benign mode of competition. A shift in the distribution of records and associated merchandizing to strengthen product association—such as magazines, fanzines and T-Shirts—enabled Rough Trade to deal directly with pivotal stores and outlets and then later establish cartels with stores to provide market security and a workable infrastructure. Links were built with ancillary agents such as concert promoters, press, booking agents, record producers and sleeve designers, to create a national, then European and international, network to produce an (under the counter) culture. Such methods can also be traced in the history of Postcard Records from Edinburgh, Zoo Records from Liverpool, Warp in Sheffield, Pork Recordings in Hull, Hospital Records in London, and both Grand Central and Factory in Manchester. From the ashes of the post-1976 punk blitzkrieg, independent labels bloomed with varying impact, effect and success, but they held an economic and political agenda. The desire was to create a strong brand identity by forming a tight collaboration between artists and distributors. Perceptions of a label’s size and significance was enhanced and enlarged through this collaborative relationship. OWS acknowledged and rewrote this history of the independent label. There was a desire to fuse the branding of the label with the artists signed, released and distributed. No long term obligations on behalf of the artists were required. A 50/50 split after costs was shared. While such an ‘agreement’ appeared anachronistic, it was also a respectful nod to the initial label/artist split offered by Rough Trade. Collaboration with artists throughout the process offered clear statements of intent, with idealism undercut by pragmatism. From track selection, sleeve design, promotion strategy and interview schedule, the level of communication created a sense of joint ownership and dialogue between label and artist. This reinscription of independent record history is complex because OWS’ stable of performers and producers is an amalgamation of dub, trance, hip hop, soul and house genres. Much of trans-localism of OWS was encouraged by its base in Perth. Metaphorically ‘off world’, Perth is a pad for international music to land, be remixed, recut and re-released. Just as Wellington is the capital of Tolkien’s Middle Earth as well as New Zealand, Perth is a remix capital for Paris or New York-based performers. The brand name ‘Off World Sounds’ was designed to emphasise isolation: to capture the negativity of isolation but rewrite separation and distinctiveness with a positive inflection. The title was poached from Ridley Scott’s 1980s film Bladerunner, which was in turn based on Philip K. Dick’s story, “Do Androids Dream of Electric Sheep?” Affirming this isolation summoned an ironic commentary on Perth’s geographical location, while also mocking the 1980s discourses of modernity and the near future. The key was to align punk’s history of collaboration with this narrative of isolation and independence, to explore mobility, collaboration, and immigration. Spaces in the Music Discussions of place dictate a particular methodology to researching music. Dreams of escape and, concurrently, intense desires for home pepper the history of popular music. What makes OWS important to theories of musical collaboration is that not only was there a global spread of musicians, producers and designers, but they worked together in a series of strategic trans-localisms. There were precedents for disconnecting place and label, although not of the scale instigated by OWS. Fast Products, although based in Glasgow, signed The Human League from Sheffield and Gang of Four from Leeds. OWS was unique in signing artists disconnected on a global scale, with the goal of building collaborations in remixing and design. Gripper, from the north east of England, Little Egypt from New York, The Bone Idle from Vienna, Hull and Los Angeles, Looped for Pleasure from Sheffield, Barney Mullhouse from Australia and the United Kingdom, Ooblo from Manchester, Attache from Adelaide, Crackpot from Melbourne and DB Chills from Sydney are also joined by artists resident in Perth, such as Soundlab, the Ku-Ling Bros and Blue Jay. Compact Disc mastering is completed in Sydney, London, and Perth. The artwork for vinyl and CD sleeves, alongside flyers, press advertising and posters, is derived from Manchester, England. These movements in the music flattened geographical hierarchies, where European and American tracks were implicitly valued over Australian-derived material. Through pop music history, the primary music markets of the United Kingdom and United States made success for Australian artists difficult. Off World emphasised that the product was not licensed. It was previously unreleased material specifically recorded for the label and an exclusive Australian first territory release. Importantly, this licensing agreement also broadened definitions and interpretations of ‘Australian music’. Such a critique and initiative was important. For example, Paul Bodlovich, Director of the West Australian Music Industry (WAM), believed he was extending the brief of his organisation during his tenure. Once more though, rock was the framework, structure and genre of interest. Explaining the difference from his predecessor, he stated that: [James Nagy] very much saw the music industry as being only bands who were playing all original music—to him they were the only people who actually constituted the music industry. I have a much broader view on that, that all those other people who are around the band—the manager, the promoters, the labels, the audio guys, the whole shebang—that they are part of the music industry too. (33) Much was absent from his ‘whole shebang,’ including the fans who actually buy the music and attend the pubs and clubs. A diversity of genres was also not acknowledged. If hip hop, and urban music generally, is added to his list of new interests, then clubs, graf galleries, dance instructors and fashion and jewelry designers could extend the network of musical collaborations. A parody of corporate culture and a pastiche of the post-punk aesthetic, OWS networked and franchised itself into existence. It was a cottage industry superimposed onto a corporate infrastructure. Attempting to make inroads into an insular Perth arts community and build creative industries’ networks without state government policy support, Off World offered an optimistic perspective on the city’s status and value in a national and global electronic market. Yet in commercial terms, OWS failed. What OWS captures through its failures conveys more about music policy in Australia than any success. The label has been able to catalogue the lack of changes to Perth’s music policy. The proprietors, performers and designers were not approached in 2002 by the Western Australian Contemporary Music Taskforce to offer comment. Yet Matthew Benson and Poppy Wise, researchers for that report, stated that “the solution lies in the industry becoming more outwardly focused, and to do this, it must seek the input of successful professionals who have proven track records in the marketing of music nationally and globally” (9). The resultant document argued that the industry needed to the look to Sydney and Melbourne for knowledge of “international” markets. Yet Paul Bodlovich, the Director of WAM, singled out the insularity of ‘England,’ not Britain, and ‘America’ in comparison to the ‘outward’ Perth music industry: To us, they’re all centre of the universe, but they don’t look past their walls, they don’t have a clue what goes in other parts of the world … All they see say in England is English TV, or in America it’s American TV. Whereas we sit in a very isolated part of the world and we absorb culture from everywhere because we think we have to just to be on an equal arc with everyone else. We think we have to absorb stuff from other cultures because unless we do then we really are isolated … It’s a similar belief to the ongoing issue of women in the workplace, where there’s a belief that to be seen on equal footing you have to be better. (33) This knight’s move affiliation of Perth’s musicians with women in the workplace is bizarre and inappropriate. This unfortunate connection is made worse when recognizing that Perth’s music institutions and organisations, such as WAM, are dominated by white, Australian-born men. To promote the outwardness of Perth culture while not mentioning the role and function of immigration is not addressing how mobility, creativity and commerce is activated. To unify ‘England’ and ‘America,’ without recognizing the crucial differences between Manchester and Bristol, New York and New Orleans, is conservative, arrogant, and wrong. National models of music, administered by Australian-born white men and funded through grants-oriented peer review models rather than creative industries’ infrastructural initiatives, still punctuate Western Australian music. Off World Sounds has been caught in non-collaborative, nationalist models for organising culture and economics. It is always easy to affirm the specialness and difference of a city’s sound or music. While affirming the nation and rock, outsiders appear threatening to the social order. When pondering cities and electronica, collaboration, movement and meaning dance through the margins. References Benson, Matthew, and Poppy Wise. A Study into the Current State of the Western Australian Contemporary Music Industry and Its Potential for Economic Growth. Department of Culture and the Arts, Government of Western Australia, December 2002. Bodlovich, Paul. “Director’s Report.” X-Press 940 (17 Feb. 2005): 33. Zuberi, Nabeel. Sounds English: Transnational Popular Music. Urbana: U of Illinois P, 2001. Citation reference for this article MLA Style Brabazon, Tara, and Stephen Mallinder. "Off World Sounds: Building a Collaborative Soundscape." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/13-brabazonmallinder.php>. APA Style Brabazon, T., and S. Mallinder. (May 2006) "Off World Sounds: Building a Collaborative Soundscape," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/13-brabazonmallinder.php>.
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