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GAMING 2.0: COMPUTER GAMES AND CULTURAL PRODUCTION

Aldo Tolino



 

This work examines media articulations of computer players within the framework of an interdisciplinary research approach. The aim of this work is to investigate the motivation of gamers to approach computer games in a non-trivial way and to design and realize ludic artefacts in cooperation and communication-intensive project societies. Ludic artefacts are media products that result from games and through games.


Starting from a general concept of the game, the text approaches a series of case studies, which are analyzed and described in the context of this work, through the discussion of the concepts computer game, web, participation and convergent media culture. The result of the investigation represents a taxonomy of ludic artefacts in which the medial articulations are located in six main categories. Each of these fields contains six subcategories, which describe both the different motivations for the design of ludic artefacts as well as the multiple practices of dealing with the medium of computer games.


This model should help to understand what prompts players to create multimedia contributions that transport and address the emotions and sensitivities of their community. A convergent media culture characterized by participation and the use of collective intelligence enables computer gamers to adopt this cultural program of creativity, which describes gamers as team players and prosumers. Computer games and the resulting ludic artefacts enable subjects to design themselves individually and to realize a wide variety of collective projects between the poles of pop culture and art. The social type of the gamer as a representative of an avant-garde game, design and user community uses the platform of the computer game as a design program and can therefore be used as a co-creative are described.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

German

Hardcover


9783940317667

2010

464

OTHER NAMES

  • Gaming 2.0 — Computerspiele und Kulturproduktion

  • Gaming 2.0 — computer games and cultural production: Analysis of the participation of computer gamers in a convergent media culture and taxonomy of ludic artefacts

 

TAGS


Authors: #AldoTolino

Publishers: #VerlagWernerHülsbusch (Verlag Werner Hülsbusch)

Languages: #German

Format: #Hardcover

Accessibility: N/A

Year: #Year2010

Genres: #GameStudies


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#VWHGameStudies (VWH Game Studies)

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