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Co-creating videogames

机译:共同制作电子游戏

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摘要

John Banks' Co-creating videogames examines creative work that takes place across, between and through networks of professionals and amateurs, focused on this practice in the context of videogame design. The introduction outlines the project, noting that 'boundaries between playing and producing and consuming are blurring' through user-created content (p. 1), a trend meriting close attention. This will impact existing firm structures and 'identities and roles of media professionals and creatively engaged citizen-consumers' (p. 3). In contrast to focusing on these citizens, Banks proposes studying the media professionals and the relationship between the two, which he argues need not be antagonistic or exploitative, but potentially mutually beneficial. To explore these topics, Banks draws on a decade of ethnographic work in Australia and the United States, primarily with Australian 'Auran Games' (p. 2). Consequently, much of the work takes the form of detailed ethnographic observations and extensive interview quotations, which work to frame the book's arguments and offer a detailed, blow-by-blow accounting of the cases explored in the book.
机译:约翰·班克斯(John Banks)的共同创作视频游戏考察了专业人员和业余爱好者网络之间,之间以及通过专业人员和业余爱好者网络进行的创造性工作,重点是在视频游戏设计的背景下进行的实践。引言概述了该项目,并指出用户创建的内容(第1页)“播放,生产和消费之间的界限正在模糊”,这一趋势值得密切关注。这将影响现有的公司结构以及“媒体专业人士和富有创造力的公民消费者的身份和角色”(第3页)。与专注于这些公民相反,班克斯建议研究媒体专业人士及其两者之间的关系,他认为这不必是对立或剥削的,而可能是互惠互利的。为了探讨这些主题,银行主要利用澳大利亚和美国的“奥兰运动会”(第2页)在澳大利亚和美国进行了十年的人种志研究。因此,许多工作采取了详尽的人种学观察和广泛的​​访谈语录的形式,这些工作构成了本书的论据,并对本书中探讨的案例进行了详尽,详尽的说明。

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