Open AccessBook
Playing with videogames
James Newman
- 01 Jan 2008
174
TL;DR: This paper examined the practices and activities of videogame fans online and examined the ways in which production of such texts and the ensuing discussion and debate are used by players to generate and communicate their identity within the community of 'hardcore' game fans (often known as otaku) and modify the terms of engagement with the game.
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Abstract: This paper examines the practices and activities of videogame fans online. In scrutinising a variety of player-produced texts including walkthroughs, fan art, fiction, 'theorising', Frequently Asked Questions lists (FAQs), and even fan-games, the article seeks not only to highlight the creativity and vibrancy of the participatory culture of videogame fandom but also to examine the ways in which production of such texts and the ensuing discussion and debate are used by players to generate and communicate their identity within the community of 'hardcore' game fans (often known as otaku) and modify the terms of engagement with the game. In this way, the paper interrogates player-produced texts as examples of the involvement and activity of players in the construction of videogames' meaning and as a means of problematising discussions of the pleasures of gameplay.
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Citations
Do you identify as a gamer? Gender, race, sexuality, and gamer identity
TL;DR: It is concluded, based on interview data, that those invested in diversity in video games must focus their attention on theConstruction of the medium, and not the construction of the audience as such.
418
Evolution of User-generated Translation: Fansubs, Translation Hacking and Crowdsourcing
Minako O'Hagan
- 01 Jan 2009
TL;DR: The article describes the evolution from unsolicited fan translation to solicited community translation now called crowdsourcing and considers them in the framework of user-generated translation (UGT) and provides interdisciplinary perspectives, drawing on insights from media and game studies to address UGT.
225
When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture
TL;DR: In this article, the attitudes and everyday practices of people who make game modifications, with special focus on the forms and consequences of collaboration between hobbyists, are investigated, and it is suggested that the distinctions can be drawn based on the objective of projects (missions, add-ons, mods), modder motivations (playing, hacking, researching, self-expression, cooperation).
192
Stranger than Fiction: Fan Identity in Cosplay
TL;DR: Cosplay is a form of appropriation that transforms and actualizes an existing story in close connection to the fan community and the fan's own identity as discussed by the authors, and it is a performative activity and analyzed through Judith Butler's concept of performativity.
154
•Book
The Creation of Narrative in Tabletop Role-Playing Games
Jennifer Grouling Cover
- 23 Jun 2010
TL;DR: This work explores tabletop role-playing game (TRPG) as a genre separate from computer role- playing games, as well as the influence of Dungeons & Dragons as a tabletop module, a computer game, and a novel.
116
References
•Book
The consequences of literacy
Jack Goody,Ian Watt +1 more
- 01 Jan 1963
TL;DR: The accepted tripartite divisions of the formal study both of mankind's past and present are to a considerable extent based on man's development first of language and later of writing as mentioned in this paper.
1.3K
•Book
Using the force: creativity, community and Star Wars fans
Will Brooker
- 01 Jan 2002
TL;DR: The latest book from a very famous author finally comes out as discussed by the authors, the book of using the force creativity community and star wars fans, as an amazing reference becomes what you need to get.
141
Personality, Psychopathology, and Developmental Issues in Male Adolescent Video Game Use
TL;DR: It was hypothesized that heavy video game use plays a role in managing developmental conflicts, particularly with regard to the discharge of aggression and the open expression of competition, and does not result in increased neuroticism, social withdrawal, or escape into fantasy.
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