© 2019 National Research University Higher School of Economics. The author demonstrates that the global economy was re-divided among a few of the monopolistic platforms and shows how these platforms set up new internal trends for the development of capitalism. Nick Srnicek critically reviews "platform capitalism", putting new forms of the business model into the context of economic history, tracing their evolution from the long downturn of the 1970s to the economic boom of the 1990s and to the consequences of the 2008 financial crisis. Changes in digital technologies contributed much to the relationships between companies and their workers, clients, and other capitalists, who increasingly began to rely on data. This massive transformation resulted from switching capitalism into data, considering them as a source for economic growth and resilience. This book discusses the transformation of firms into platforms-companies providing software and hardware products to others-that has occurred in many economic sectors. While many have investigated the effects of gamification on various social entities, from healthcare to politics, significant research is wanting on fundamental questions about why, in the current social and digital landscape, people are driven to these applications, and what accounts for their fervent attraction and rise and fall in popularity. Using autoethnographic techniques, I argue that a larger cultural transformation is occurring, in which play becomes one of the primary elements of everyday communication, governed and coaxed by digital technology. The result is applications which convert pedestrian activities into structured competitions and contests, capitalizing on the universal desires for glory and expenditure on behalf of the community. With the proliferation of mobile technologies and the ascent of social media as a primary mode of interaction, software developers are deploying game mechanisms and principles as a means of fostering interaction within the prodigious and chaotic digital landscape. We distil these findings into a new research agenda, which identifies themes in line with extant DSC research, provides a series of relevant practice recommendations and identifies opportunities for future research. Through a systematic review of the Videogames Industry Supply Chain Management literature, which serves as a pertinent contextual example of a DSC, we look at how supply chains are affected by structural, market and technological change, such as increased platformisation, disintermediation and the proliferation of digital distribution. Developments in digital distribution and rapid technological innovations have resulted in an increased focus on Digital Supply Chains (DSCs), which bring about significant changes to how consumers, customers, suppliers, and manufacturers interact, affecting supply chain design and processes. SCM has been widely covered in many industrial areas and, in line with other burgeoning sectors such as Tourism, an industry focus provides the opportunity to look in-depth at the context-based factors that affect SCM. As industries mature, they rely more heavily on supply chain management (SCM) to ensure effective operations leading to greater levels of organisational performance.
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