Ruffino, Paolo. 2018. Future Gaming: Creative Interventions in Video Game Culture. London: Goldsmiths Press. ISBN 9781906897550 [Book] https://research.gold.ac.uk/id/eprint/26802/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address:
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[email protected] Future Gaming Creative Interventions in Video Game Culture 1 Table of contents 1. Introduction: Creative Game Studies 2. Life after Gamification: How I Broke Up with NikeFuel 3. Independent Gaming: Take Care of Your Own Video Game 4. They Leak! Hacking PlayStation (as a) Network 5. A History of Boxes: Game Archaeology and the Burial of E.T. the Extra-Terrestrial 6. GamerGate: Becoming Parasites to Gaming 7. Conclusion: at the Time of Writing 2 Introduction: Creative Game Studies Future tellers The medium of the video game is suffering from a peculiar kind of identity crisis. Until not long ago, industry experts, journalists and gamers were fairly confident on how to describe the medium, its users and the dynamics of production and consumption. However, the most elementary notions about the industry and culture of digital gaming now appear less simple to analyse, and we hear often contradictory descriptions of who plays and makes video games, and of what games are for.