Digital Library Keyword Archives
- Proceedings of DiGRA23
co-creativity
- 5 articles or papers
The Ongoing Product Lifecycle of a Games as Service Model: a League of Legends Case Study
Jarrett Josh
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
The Post-Game Foodmob: Labor and Leisure in LARPing
Glenhaber Mehitabel
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
LARPing is a co-creative medium, in which participants collaboratively construct storyworlds, eschewing a traditional producer/consumer dichotomy. (Montola, 2012, Stark 2012) To facilitate co-creation, LARPing communities group participants as GMs or players, dividing up narrative roles (Montola, 2008) The negotiation of this division of narrative power has been extensively researched, mostly in Nordic LARPing communities. (Hammer, 2007, Sternos, 2016) However, there is less work on how divisions of creative control correspond to divisions of labor, and attitudes about what constitutes “work.” In this paper, I draw on participant observation and interviews in the MIT Assassins’ Guild, an American LARPing group, in order to explore attitudes about narrative control, labor, and power. I argue that, while the Assassins’ Guild is a non-commercial organization, where most members regard their participation as leisure, social relationships between players and GMs reflect vestiges of a producer/consumer relationship, which Guild members simultaneously reject and borrow from.
Paidia to Ludus, Non-Commodity to Commodity: Uncovering the Residue of Player Developed Custom Game Modes in ‘Zombies’ and ‘ARAMs’
Jarrett Josh
2016 DiGRA/FDG '16 - Abstract Proceedings of the First International Joint Conference of DiGRA and FDG
Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet
Abend Pablo Beil Benjamin
2015 DiGRA '15 - Proceedings of the 2015 DiGRA International Conference
Computer games can be described as assemblages which, to use a term from Science and Technology Studies, provide different scripts that set the scene for user practices. These scripts include the game world’s possibilities and restrictions and the degree of freedom provided to the users by the overall gameplay. Lately, a new genre of games challenges these specifics. So-called editor games like Minecraft or LittleBigPlanet, which entered the market with sweeping success, are not games in the traditional sense in which players follow certain rules guided by narrative elements framing the gameplay. Instead, these sandbox games – often labeled as ‘digital LEGO’ or ‘co-creative open worlds’ – afford the construction of a game world rather than playing within one. Following a praxeological approach, this essay will try to make co-creative processes in editor games accessible as a research object, by performing a critical evaluation of established methods within Game Studies complemented by an experimental focus group analysis.
Women and Productivity [Abstracts]
Wirman Hanna Chess Shira Albrechtslund Anne-Mette Enevold Jessica
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory
The following abstracts: Playing, Dashing, and Working: Simulated Productive Play in the Dash games Shira Chess Gender Stories: Identity Construction in an Online Gaming Community Anne-Mette Albrechtslund: Playing Productive: Pragmatic Uses of Gaming Jessica Enevold The Silent Work of The Sims 2 Bedroom(s) Hanna Wirman