ABSTRACT

Circulation was identified as a core part of capitalist production by Karl Marx. Circulation incurs costs and capital searches for the cheapest means of communication and transport to overcome space. The development of the information economy has brought renewed attention to the circulation phase and the nature of material and immaterial commodities. This chapter focuses on five sub-processes in the circulation stage, namely: design and metrics, marketing, community management, localisation and player-generated content. The League of Legends gamepedia wiki provides an insight into the progress of the various teams and integrates social and other forms of paratextual production. Localisation usually involves adaptation of the language, content assets and sometimes the code of a game for major markets. The chapter explores two areas where players are explicitly involved in generating content that directly or indirectly generates economic value: content modifications and player-generated broadcasts of gameplay.