As a result of its unique characteristics as a technology and a medium, a computer game engages its players with several novel forms of coproductivity, such as modding, the making of machinima videos, and the writing of game play walkthroughs. Depending on the game, genre, and playing style, the player is either expected or encouraged to create game content and game-related texts of her own. This essay discusses the productive practices surrounding computer games, proposing five dimensions of player productivity: (1) game play as productivity; (2) productivity for play: instrumental productivity; (3) productivity beyond play: expressive productivity; (4) games as tools; and (5) productivity as a part of game play. Such mapping reveals limit...
Overcoming the Exploitation of Passion in Videogame Labor: Playing with Passion examines the interse...
When communication researchers consider computer games (and video games) as a new form of media ente...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
For a long time, playing games was considered as the opposite of being productive. However, in the d...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
One of the more interesting and distinct aspects of the digital game genre is the proliferation of p...
This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise ...
This paper explores the ways in which participatory practices by players extend game space beyond it...
As a new medium, video games can be analyzed under some of the similar rubrics of other media. Howev...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophistic...
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophistic...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Overcoming the Exploitation of Passion in Videogame Labor: Playing with Passion examines the interse...
When communication researchers consider computer games (and video games) as a new form of media ente...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
For a long time, playing games was considered as the opposite of being productive. However, in the d...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
One of the more interesting and distinct aspects of the digital game genre is the proliferation of p...
This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise ...
This paper explores the ways in which participatory practices by players extend game space beyond it...
As a new medium, video games can be analyzed under some of the similar rubrics of other media. Howev...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophistic...
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophistic...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Overcoming the Exploitation of Passion in Videogame Labor: Playing with Passion examines the interse...
When communication researchers consider computer games (and video games) as a new form of media ente...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...