Publication details
The collaborative creation of video games: a marriage for love?
Authors | |
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Year of publication | 2015 |
Type | Article in Periodical |
Magazine / Source | New Media & Society |
MU Faculty or unit | |
Citation | |
Web | http://nms.sagepub.com/content/17/6/996 |
Doi | http://dx.doi.org/10.1177/1461444815574029 |
Field | Sociology, demography |
Keywords | Co-creation; video games; World of Warcraft; communities |
Description | Play is social. However, the operation of play is often a physically solitary act (Brand, Lorentz, & Mathew, 2014, p. 18). Notwithstanding, the creation of the gaming experience is inherently social. Co-creating Videogames and Battlefields of Negotiation deal with the collective creation of this communal experience. With their entrance into classical museums, video games have achieved their long road toward legitimization as a leisure activity and a cultural object. Envisioned as a cultural object, video games are suddenly studied as such and, therefore, relationships among the actors of this creation are being analyzed. These books adopt a distinct standpoint about this topic. Reading Co-creating Videogames takes you behind the screen for an industry viewpoint, whereas Battlefields of Negotiation puts you in the shoes of a player of World of Warcraft (Blizzard, 2004). |