Answers are grounded in this paper and cite their sources.
This is an accepted article with a DOI pre-assigned that is not yet published.In this paper, we analyze the gig economy platform Fiverr as an online game development venue and investigate users who sell complete design services (i.e., ostensibly creating a full, original game for a client) on the platform. We begin with an analysis of how gig economy platforms facilitate, shape, and moderate game labor. Next, we dissect Fiverr's claims of a boundaryless workforce by locating sellers and analyzing their local conditions to determine why some jurisdictions are more strongly represented than others. After laying out our research methods, we then conduct a succinct platform analysis of Fiverr using the walkthrough method: reviewing registration processes, communication and payment protocols between buyers and sellers, and platform governance structures. We then survey individual seller listings to determine what services are available, how much they cost, and how they are clustered geographically. Synthesizing our results, we address a key trend in our study—the overwhelming prevalence of Pakistani users among our sample of sellers—by scrutinizing global wage inequities and regional initiatives that push workers toward gig economy labor. In our closing discussion, we reflect on Fiverr's place in the broader game design ecosystem, investigate how gig-economy labor is framed in Canadian and Pakistani educational institutions, and touch upon research limitations and possible future avenues of study.
No takes yet. Share an insight, caveat, or question.
DeJong et al. (2024) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: