uu.seUppsala University Publications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Envisager la co-création dans les jeux en ligne comme média alternatif [Co-Creativity in Online Games as Alternative Media]
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Media and Communication Studies.ORCID iD: 0000-0001-6597-1738
2017 (French)In: Néothèque, p. 257-287Article in journal (Refereed) Published
Abstract [en]

In a hegemonic media system  where cultural industries produce media as a for-profit commodity (Gramsci,1971; Williams,1977; Chomsky, 2003), games and virtual worlds might have the potential to allow players to experience a system outside of these constraints and to “escape ideological politics”(Fenton, 2010:28) through co-creation of play. This paper proposes a model for co-creation of games as alternative media. The model uses actual play practices to understand the way it relates to power in relationship to the owner of the game and to the political and cultural influence co-creation might have in this relationship. The model requires for player creation of a text of communication infrastructure that changes the properties of the game from which play emerges for a considerable group of players who share a particular practice of play. This change as to be accomplished not only by playing the game but through changing how others play it in a distinct creative activity and it needs to have the potential to subvert or contest the original design of the game. The paper uses a user-created training tool for playing World of Warcraft, the “Teron Gorefiend Simulator”, as a critical case study to test the model. The model is situated in the discussion around cross-media fandom and media convergence, institutional definition of authorship, and the precarity of the production environments of co-creators.

Place, publisher, year, edition, pages
2017. p. 257-287
Keywords [fr]
Co-creation, alternative media, digital games, participation, modding
National Category
Media Studies
Research subject
Media and Communication Studies
Identifiers
URN: urn:nbn:se:uu:diva-348889OAI: oai:DiVA.org:uu-348889DiVA, id: diva2:1198764
Available from: 2018-04-18 Created: 2018-04-18 Last updated: 2018-06-04Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher´s fulltex

Authority records BETA

Prax, Patrick

Search in DiVA

By author/editor
Prax, Patrick
By organisation
Department of Game DesignMedia and Communication Studies
Media Studies

Search outside of DiVA

GoogleGoogle Scholar

urn-nbn

Altmetric score

urn-nbn
Total: 31 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf