Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes


Lankoski Petri Dymek Mikolaj
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

Patreon is a crowdfunding platform where pornographic games are funded; even the most successful game developer in terms of the number of members is developing a pornographic game. We looked at 42 developers and their Patreon pages in order to examine the effects of the Patreon crowdfunding model on videogame development. Especially we studied membership rewards. As a result, developers were not only selling the game, but rewards we much about Community, Influence, and Recognition. Regulating Content Access is used regularly but often the latest version of the game is made available to everybody, just later to the members funding the development. We propose that certain rewards are similar to backstage passes in the music business and suggest that Patron pornographic games funding deviates from the crowdfunding model is not following mainly product-oriented commodity logic but a more community-oriented concept.

 

Among pasta-loving Mafiosos, drug-selling Columbians and noodle-eating Triads – Race, humour and interactive ethics in Grand Theft Auto III


Dymek Mikolaj Lennerfors Thomas
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This paper explores the intersection of race, humour and interactivity in Grand Theft Auto 3. We argue that video games not only diffuse cultural and symbolic meanings, but also provide new loci for reflection and critique of issues of inter alia race. Two different analytical perspectives are juxtaposed when studying racial issues of GTA3. The first perspective is Critical Race Theory (CRT). The second perspective derives from the phthonic and incongruity theory of humour (Morreall 1986). We will argue that the CRT perspective is consistent with the phthonic theory of humour, while the incongruity theory goes beyond CRT presenting a novel way of interpreting games. This theoretical framework is applied when analysing the controversial game GTA3. By presenting stereotypical images of race in GTA3 as humorous, the player is provided with cues for reflecting and evaluating his/her own perspectives on issues of race.

 

Exporting Wars: Literature Theory and How It Explains the Video Game Industry


Dymek Mikolaj
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

The video game industry is the combination of two worlds: technology (IT) and show-biz/media/cultural industries. This paper explores this tension by exposing the shortcomings of the culture economics perspective and its lack of understanding for the unique characteristics of the video game medium, thus subsequently proposing a deeper analysis of the medium by turning to literary theoretical perspectives on games, such as ludology and narratology. Due the lack of technological dimensions in its theoretical framework, narratology is deemed less fruitful as an analytical tool and ludology is preferred. Ludology, with Espen Aarseth’s cybertext theory elucidates aspects of “interactivity”, author-medium-reader power relations and the mechanical organization of textual machines, which provides perspectives on practice in the video game industry.