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[ecrea] new book - Co-creative Game Design as Participatory Alternative Media
Wed Jun 15 21:37:31 GMT 2016
New book
Co-creative Game Design as Participatory Alternative Media
Patrick Prax
Uppsala: Acta Universitatis Upsaliensis, 2016.
ISBN: 978-91-554-9599-2
Open access - available at:
http://uu.diva-portal.org/smash/get/diva2:923235/FULLTEXT01.pdf
Abstract
The possibility of co-creation exists for all media, but game design has
developed a culture that is unusually open to co-creation. This
dissertation investigates significant cases of co-creation in mainstream
games in order to explore how games can be co-created as alternative or
critical media by their players.
The core argument in the dissertation is that players co-create the
design of a game only if certain conditions are met, namely: (1) player
creation of a text or communication infrastructure that modifies the
properties of the game and from which play emerges; (2) that this is
done for a considerable group of players who share a particular practice
of play; (3) that this is done not only by playing the game but by
changing how others play it in a distinct creative activity, and (4),
with the potential to subvert or contest the original design of the game.
This situation where player creators have influence over the design of
the game (but little power to enforce their interests) is problematic
from the perspective of alternative or critical media, as alternative,
local, production is seen as one reason for why a medium can have an
alternative message.
The industrial production of games as cultural commodities does limit
the potential of co-creative game design for subversion because it
reduces the level of participation in the creation process, thus keeping
player creators relatively disempowered. Player creators do have
influence on the design of the game, while at the same time having very
little power to enforce their interests and design visions. The
influence of player creators comes from the consumer power of millions
of players who use co-created assets and who want to them to continue
exiting, and this creates a mutually dependent relationship (and even
partnership), between co-creators and commercial owners.
The dissertation concludes that co-creative game design, despite
limitations related to the industrial production of games as cultural
commodities, is already happening, and shows a potential for turning
games into alternative media.
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