Games that revolve around user-generated content have been explored mainly from a ludic perspective, leaving the work practices that are entailed in content production underexplored. What we argue in this paper is that there is an underlying economy in Minecraft’s community, which plays a significant role in the game’s current form. Our ethnographic fieldwork revealed the various aspects of the work of producing in-game content, by teasing out the discrete segments of the arc of work of commissioning, creating and delivering a Minecraft map. The infrastructure this work relies on is fragmented though, with the various accountability systems in place being appropriations by the players themselves. This raises a number of design implications ...
We present HEAPCRAFT: an open-source suite of tools for monitoring and improving collaboration in Mi...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
Games that revolve around user-generated content have been explored mainly from a ludic perspective,...
This thesis presents an ethnographic study that aims at explicating the work of creating content in ...
In recent years, we have experienced the proliferation of videogames that have, as their main mode o...
How does an open, participatory media artifact evolve in relation to participants’ perceptions of it...
Minecraft play practices reveal a type of analytic play in which significant work is invested in dis...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
In this article, we investigate eight and nine year old girls’ school and home use of the popular ga...
For a long time, playing games was considered as the opposite of being productive. However, in the d...
Prior scholarship on game modding has tended to focus on the relationship between commercial develop...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
This article aims to contribute new knowledge about the media literacies children assemble as they p...
Minecraft is an alluringly moving target to try to pin down, and so in order to assess how it is “we...
We present HEAPCRAFT: an open-source suite of tools for monitoring and improving collaboration in Mi...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
Games that revolve around user-generated content have been explored mainly from a ludic perspective,...
This thesis presents an ethnographic study that aims at explicating the work of creating content in ...
In recent years, we have experienced the proliferation of videogames that have, as their main mode o...
How does an open, participatory media artifact evolve in relation to participants’ perceptions of it...
Minecraft play practices reveal a type of analytic play in which significant work is invested in dis...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
In this article, we investigate eight and nine year old girls’ school and home use of the popular ga...
For a long time, playing games was considered as the opposite of being productive. However, in the d...
Prior scholarship on game modding has tended to focus on the relationship between commercial develop...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
This article aims to contribute new knowledge about the media literacies children assemble as they p...
Minecraft is an alluringly moving target to try to pin down, and so in order to assess how it is “we...
We present HEAPCRAFT: an open-source suite of tools for monitoring and improving collaboration in Mi...
The online multi-user game is an exemplar of the emergent structures of interactive media. Social re...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...