Handmade Pixels: Independent Video Games and the Quest for Authenticity
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L'expérience De Création De Jeux Vidéo En Amateur Travailler Son
Université de Liège Faculté de Philosophie et Lettres Département Médias, Culture et Communication L’expérience de création de jeux vidéo en amateur Travailler son goût pour l’incertitude Thèse présentée par Pierre-Yves Hurel en vue de l’obtention du titre de Docteur en Information et Communication sous la direction de Christine Servais Année académique 2019-2020 À Anne-Lyse, à notre aventure, à nos traversées, à nos horizons. À Charlotte, à tes cris de l’oie, à tes sourires en coin, à tes découvertes. REMERCIEMENTS Écrire une thèse est un acte pétri d’incertitudes, que l’auteur cherche à maîtriser, cadrer et contrôler. J’ai eu le bonheur d’être particulièrement bien accompagné dans cette pratique du doute. Seul face à mon document, j’étais riche de toutes les discussions qui ont jalonné mes années de doctorat. Je souhaite particulièrement remercier mes interlocuteurs pour leur générosité : - Christine Servais, pour sa direction minutieuse, sa franchise, sa bienveillance, ses conseils et son écoute. - Les membres du jury pour avoir accepté de me livrer leur analyse du présent travail. - Tous les membres du Liège Game Lab pour leur intelligence dans leur participation à notre collectif de recherche, pour leur capacité à échanger de manière constructive et pour leur humour sans égal. Merci au Docteure Barnabé (chercheuse internationale et coauteure de cafés-thèse fondateurs), au Docteure Delbouille (brillante sitôt qu’on l’entend), au Docteur Dupont (titulaire d’un double doctorat en lettres modernes et en élégance), au Docteur Dozo (dont le sens du collectif a tant permis), au futur Docteur Krywicki (prolifique en tout domaine), au futur Docteur Houlmont (dont je ne connais qu’un défaut) et au futur Docteur Bashandy (dont le vécu et les travaux incitent à l’humilité). -
Behaviours and Outcomes in Unauthorised Fan-Made Video Game Production
Behaviours and outcomes in unauthorised fan-made video game production Kris Erickson*, Martin Kretschmer*, Olympia Mavridou**, Gregor White** CREATe, University of Glasgow ** University of Abertay Dundee What is a fan game? “A new game project, initiated by fans, which takes inspiration from a pre-existing video game… a fangame adds a significant new experience, differentiating it from minor tweaks, mods, or hacks that merely transform an existing game experience. A fangame project is judged to be motivated by love for the original game, rather than piggybacking on existing engine or source code to make a new product.” Original game may, or may not, be commercially available. Space Quest 0: Replicated Kings Quest 2 Remake Narrative fidelity Ash Grey pastiche sequel Rayman 3D adaptation Narrative innovation Digital Innovation & Copyright Intervention Legal status of Remakes: Constitute copyright infringement if they copy a substantial part of the original (which fan games do, almost by definition) – Unauthorised use may signal (unmet) demand – Unauthorised use may conflict with exploitation of original, and/or damage reputation – Fan games can involve considerable innovation: technological and narrative (i.e. may be wanted from a policy perspective in their own right) Interventions? (1) tolerated use; (2) (pre-)litigation; (3) policy change (exception/non-use) Methodological difficulties: – unknown population – highly heterogeneous practice – reporting bias / survivorship bias (illegitimate activity) – decay of records (digital memory hole) -
WIKINOMICS How Mass Collaboration Changes Everything
WIKINOMICS How Mass Collaboration Changes Everything EXPANDED EDITION Don Tapscott and Anthony D. Williams Portfolio Praise for Wikinomics “Wikinomics illuminates the truth we are seeing in markets around the globe: the more you share, the more you win. Wikinomics sheds light on the many faces of business collaboration and presents a powerful new strategy for business leaders in a world where customers, employees, and low-cost producers are seizing control.” —Brian Fetherstonhaugh, chairman and CEO, OgilvyOne Worldwide “A MapQuest–like guide to the emerging business-to-consumer relation- ship. This book should be invaluable to any manager—helping us chart our way in an increasingly digital world.” —Tony Scott, senior vice president and chief information officer, The Walt Disney Company “Knowledge creation happens in social networks where people learn and teach each other. Wikinomics shows where this phenomenon is headed when turbocharged to engage the ideas and energy of customers, suppli- ers, and producers in mass collaboration. It’s a must-read for those who want a map of where the world is headed.” —Noel Tichy, professor, University of Michigan and author of Cycle of Leadership “A deeply profound and hopeful book. Wikinomics provides compelling evidence that the emerging ‘creative commons’ can be a boon, not a threat to business. Every CEO should read this book and heed its wise counsel if they want to succeed in the emerging global economy.” —Klaus Schwab, founder and executive chairman, World Economic Forum “Business executives who want to be able to stay competitive in the future should read this compelling and excellently written book.” —Tiffany Olson, president and CEO, Roche Diagnostics Corporation, North America “One of the most profound shifts transforming business and society in the early twenty-first century is the rapid emergence of open, collaborative innovation models. -
Feminist and Queer Formations in Digital Networks
A University of Sussex DPhil thesis Available online via Sussex Research Online: http://sro.sussex.ac.uk/ This thesis is protected by copyright which belongs to the author. This thesis cannot be reproduced or quoted extensively from without first obtaining permission in writing from the Author The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the Author When referring to this work, full bibliographic details including the author, title, awarding institution and date of the thesis must be given Please visit Sussex Research Online for more information and further details Remediating politics: feminist and queer formations in digital networks Aristea Fotopoulou University of Sussex Thesis submitted September 2011 in partial fulfilment of the requirements of the degree of Doctor of Philosophy. Acknowledgements Particular thanks go to my supervisors Caroline Bassett and Kate O'Riordan for their unreserved encouragement, support and feedback. I am grateful to Olu Jenzen, Beth Mills, Russell Pearce, Polly Ruiz, Rachel Wood and Lefteris Zenerian for commenting on drafts and to Ruth Charnock and Dan Keith for proof-reading. I'd also like to thank my colleagues in the School of Media, Film and Music and especially Sarah Maddox for being so understanding; my fellows in English, Global Studies, Institute of Development Studies, and Sociology at Sussex for their companionship. I am grateful for discussions that took place in the intellectual environments of the Brighton and Sussex Sexualities Network (BSSN), the Digital Communication and Culture Section of the European Communication Research and Education Association (ECREA), the ECREA Doctoral Summer School 2009 in Estonia, the 2011 Feminist Technoscience Summer School in Lancaster University, the Feminist and Women's Studies Association (FWSA), the 18th Lesbian Lives Conference, the Ngender Doctoral seminars 2009-2011 at the University of Sussex, the Research Centre for Material Digital Culture, and the Sussex Centre for Cultural Studies. -
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming
Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming by Robert C. Hoile At this moment there’s a Renaissance taking place in games, in the breadth of genres and the range of emotional territory they cover. I’d hate to see this wither on the vine because the cultural conversation never caught up to what was going on. We need to be able to talk about art games and ‘indie’ games the ways we do about art and indie film. (Isbister xvii) The thought of a videogame Renaissance, as suggested by Katherine Isbister, is both appealing and reasonable, yet she uses the term Renaissance rather casually in her introduction to How Games Move Us (2016). She is right to assert that there is diversity in the genres being covered and invented and to point out the effectiveness of games to reach substantive emotional levels in players. As a revival of something in the past, a Renaissance signifies change based on revision, revitalization, and rediscovery. For this term to apply to games then, there would need to be a radical change based not necessarily on rediscovery of, but inspired/incited by something perceived to be from a better time. In this regard the videogame industry shows signs of being in a Renaissance. Videogame developers have been attempting to innovate and push the industry forward for years, yet people still widely regard classics, like Nintendo’s Legend of Zelda: Ocarina of Time (1998), as the best games of all time. As with the infatuation with sequels in contemporary Hollywood cinema, game companies are often perceived as producing content only for the money while neglecting quality. -
Three Indie Institutions in the London, Ontario Independent-Music Scene
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 8-13-2013 12:00 AM Treasuries of Subcultural Capital: Three Indie Institutions in the London, Ontario Independent-Music Scene Samuel C. Allen The University of Western Ontario Supervisor Dr. Keir Keightley The University of Western Ontario Graduate Program in Popular Music and Culture A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Arts © Samuel C. Allen 2013 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Community-Based Research Commons Recommended Citation Allen, Samuel C., "Treasuries of Subcultural Capital: Three Indie Institutions in the London, Ontario Independent-Music Scene" (2013). Electronic Thesis and Dissertation Repository. 1460. https://ir.lib.uwo.ca/etd/1460 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. TREASURIES OF SUBCULTURAL CAPITAL: THREE INDIE INSTITUTIONS IN THE LONDON, ONTARIO INDEPENDENT-MUSIC SCENE (Thesis format: Monograph) by Samuel Charles Allen Graduate Program in Popular Music and Culture A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in Popular Music and Culture The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Samuel Charles Allen 2013 ABSTRACT This thesis explores the role institutions play within the London, Ontario independent-music scene. Institutions are where indie-music scenes happen (Kruse 2003). -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Precarious Communities in San Antonio DIY Music
Trinity University Digital Commons @ Trinity Undergraduate Student Research Awards Information Literacy Committee 2019 Ethos of the Underground: Precarious Communities in San Antonio DIY Music Noelle C. Barrera Trinity University, [email protected] Follow this and additional works at: https://digitalcommons.trinity.edu/infolit_usra Repository Citation Barrera, Noelle C., "Ethos of the Underground: Precarious Communities in San Antonio DIY Music" (2019). Undergraduate Student Research Awards. 50. https://digitalcommons.trinity.edu/infolit_usra/50 This Article is brought to you for free and open access by the Information Literacy Committee at Digital Commons @ Trinity. It has been accepted for inclusion in Undergraduate Student Research Awards by an authorized administrator of Digital Commons @ Trinity. For more information, please contact [email protected]. Barrera 1 Ethos of the Underground: Precarious Communities in San Antonio DIY Music Noelle Barrera ANTH 3359-1 Social Research Design 12-7-19 Barrera 2 Noelle Barrera 12/6/2019 Social Research Designs ANTH-3359 Ethos of the Underground: Precarious Communities in San Antonio DIY Music When Imagine Books & Records, a long-standing independent music venue in San Antonio, moved to a new location this summer, venue owner Don Hurd was surprised when several bands that had played at the venue volunteered to help with the move, expecting nothing in return. Although Don had worried about the time it would take to paint the walls, within days furniture was moved, walls were painted, and food was brought for everyone who had helped to share. Why would the community come together to do this, with nothing promised in return? Don’s anecdote shows that in for the actors involved in San Antonio’s diverse music scene -- musicians, venue owners and staff, audience members, and everyone else involved -- venues are more than just physical locations; they symbolize shared values as well as a communal home for those who frequent the venue. -
Handmade 2.0: Women, DIY Networks and the Cultural Economy of Craft
Handmade 2.0: Women, DIY Networks and the Cultural Economy of Craft Jacqueline Wallace A Thesis in the Department of Communication Studies Presented in Partial Fulfillment of the Requirements For the Degree of Doctor of Philosophy (Communication) Concordia University Montreal, Quebec, Canada June, 2014 © Jacqueline Wallace 2014 CONCORDIA UNIVERSITY SCHOOL OF GRADUATE STUDIES This is to certify that the thesis prepared By: Jacqueline Wallace Entitled: Handmade 2.0: Women, DIY Networks and the Cultural Economy of Craft and submitted in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY (Communication) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: _________________________________________________Chair Dr. Brian Gabrial _________________________________________________External Examiner Dr. R. Gajjala _________________________________________________External to Program Dr. N. Rantisi _________________________________________________Examiner Dr. J. Pidduck _________________________________________________Examiner Dr. K. Sawchuk _________________________________________________Thesis Supervisor Dr. M. Soar Approved by __________________________________________ Dr. Jeremy Stolow, Graduate Program Director June 11, 2014 __________________________________________ Professor J. Locke, Interim Dean Faculty of Arts and Science ii ABSTRACT Handmade 2.0: Women, DIY Networks and the Cultural Economy of Craft Jacqueline Wallace, PhD Concordia University, 2014 This dissertation is a feminist ethnography of the contemporary craft scene in North America. It examines do-it-yourself (DIY) networks of indie crafts as a significant cultural economy and site of women’s creative labour, moving beyond existing research, which has historically focused on craft as primarily associated with women’s domestic activity, or as a salon refusé subordinated to the fine arts, or affiliations with turn of the 20th century industrialization. -
ALAIC 29.Indd
RECRIAR E DIFUNDIR: PRÁTICAS DE CIRCULAÇÃO A PARTIR DO JOGO ARMA 3 RECREATE AND DISTRIBUTE: CIRCULATION PRACTICES FROM ARMA 3 GAME RECREAR Y DIFUNDIR: PRÁCTICAS DE CIRCULACIÓN DEL JUEGO ARMA 3 Edu Jacques 82 Pós-doutorando em Design na Unisinos. Doutor em Ciências da Comunicação pela Unisinos. E-mail: [email protected]. RESUMO O convite feito a consumidores de objetos midiáticos a uma produção derivada conduz a uma reinterpretação do processo de circulação. Antes justaposto entre os momentos de produção e recepção, o operador reveste-se atualmente de importância analítica. Diante desse desafio recorremos a relatos de pesquisa empírica a respeito da produção que jogadores elaboram sobre um jogo de ação, Arma 3. Nesse quadro de referência, com a aceleração das trocas simbólicas num processo que convencionou-se chamar de midiatização, investimos numa análise das práticas de recepção criativa ou cocriação. O foco dado no texto remete às dinâmicas de aprendizado e sobre o redirecionamento narrativo. PALAVRAS-CHAVE: RECEPÇÃO; MIDIATIZAÇÃO; JOGOS DIGITAIS; CIRCULAÇÃO ABSTRACT The invitation to consumers of media objects to a derivative production leads to a reinterpretation of the circulation process in communication studies agenda. Previously, the process was juxtaposed between production and reception stages, however current transformations argue for its analytical importance. In this context, with the acceleration of symbolic exchanges in a process that has been called mediatization, we proceed in an analysis of the practices of creative reception or co-creation. The focus given in the paper refers to learning dynamics and narrative redirection. 83 KEYWORDS: AUDIENCE; MEDIATIZATION; GAME STUDIES; CIRCULATION RESUMEN La invitación a los consumidores de los objetos mediaticos a una producción derivada conduce a una reinterpretación del proceso de circulación en la agenda de los estudios de comunicación. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
V=Gqhbzlo4exo
MITOCW | watch?v=gQHbZlo4Exo The following content is provided under a Creative Commons license. Your support will help MIT OpenCourseWare continue to offer high-quality educational resources for free. To make a donation or view additional materials from hundreds of MIT courses, visit MIT OpenCourseWare at ocw.mit.edu. SPEAKER 1: So the schedule for today-- once again, another one of those one hour lecture, two hour group work things. We've got a guest lecturer today. We're got Luigi, here, to talk to us about art and artists, especially when it comes to games and, particularly, visual artists. Yeah? LUIGI GUATIERI: Yes. SPEAKER 1: Yeah, so visual artists when it comes to game development. After his lecture, and after Q&A, we don't have any scheduled play tests today, but we do have a couple of guests here who have some really good experience making games. So if you'd like to set aside 10 to 15 minutes per team, have a person come and play your game, I'd highly recommend taking advantage of it. I mean, it all depends, I think, on what state your games are in. I do want to know that. How many teams are now working in what is going to be their final development environment. So if you're working in Phaser, you're building in Phaser now, if you're working in Unity, you're working in Unity now. Looks like one team, two teams, three teams-- is that two different teams over there? AUDIENCE: [INAUDIBLE] SPEAKER 1: Here.