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G|A|M|E – The Italian Journal of Game Studies
The paper notes that PUBG streams attracted more than 70,000 viewers in early 2018.
Emmanouloudis's paper examines how the success of PUBG (PlayerUnknown's Battlegrounds) relied substantially on unpaid fan labour, including modding, streaming, fan art, feedback, and tool-building, all channelled through a "mega-platform" of interconnected community sites and social media. Drawing on content analysis of Reddit discussions alongside platform analysis, the work characterises the relationship between players and publisher as symbiotic yet exploitative. Fans gain community belonging and recognition, while the company captures commercial value from contributions it neither compensates nor fully controls.
The study documents the scale of this dynamic. PUBG reached over 60 million copies sold by 2019, and streams attracted more than 70,000 viewers in early 2018. The paper also highlights a 2017 episode in which Microsoft withdrew an advertisement that closely resembled a fan-made poster, illustrating how commercial marketing can draw directly on community creativity.
The analysis concludes that fan participation has been central to PUBG's growth and that fans typically receive recognition rather than compensation. Ownership of fan content under the publisher's guidelines, and cases such as the Macsterr fan-art controversy, show the asymmetry of this arrangement. Community pressure can still prompt corporate responses, as when a popular in-game pan was retained after player feedback, but such influence remains bounded by corporate rules and commercial priorities. The paper's central finding is that the industry ultimately captures most of the value generated by this community. Its data draws on sales figures as of mid-2018 and Twitch viewership from January 2018 to June 2020, with reference to related titles including PUBG Mobile, H1Z1, and ARMA 2.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
G|A|M|E – The Italian Journal of Game Studies · 2026
GameMakers · 2020