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Little User-Generated Planets: Understanding DIY Game Creation Networks as Cultural Scenes

Presentation for CCA Conference 2013, June 5
by

Sara Grimes

on 5 June 2013

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Transcript of Little User-Generated Planets: Understanding DIY Game Creation Networks as Cultural Scenes

UGC Games Player-made level based on "Coraline" (2010) The Legend of Zelda 2 "8-bit Nintendo version"
By Fenice-Di-Fuoco
(promoted on LBP official site) Little User-Generated Planets: Understanding DIY Game Creation Networks as Cultural Scenes Sara M. Grimes
Faculty of Information, UofT Cultural scenes as possible framework for investigating complexity of the users’ (& developers) roles and experiences in and with LBP. The "LBP Scene" is...
DIY Discourse & Aesthetic ...in game & around Value/affective benefits PS3 as "Tether" Restoration through Re-appropriation "While the potential for transformation and controversy is obviously not entirely erased, the room for altering the rigid structure defined by the platform manufacturers seems somewhat limited" (Sotamaa, 2010, n.p.). Domestic in "scene"? “Scenes take shape, much of the time, on the edges of cultural institutions which can only partially absorb and channel the clusters of expressive energy which form within urban life” (Straw, 2004, p.416). LittleBigPlanet, developed by Media Molecule, published by Sony Computer Entertainment released. Rated E.

First installment released in 2008, followed by LittleBigPlanet (2009) for the PlayStation Portable (PSP), LittleBigPlanet 2 (2011), LittleBigPlanet PS Vita (2012) for the PlayStation Vita, LittleBigPlanet Karting, 2012, LittleBigPlanet 2 Move Pack, 2011.

Combined, these titles have sold over 11 million copies ...so far. As of 2012,
players have created & published over






"UGC" levels. 7 million Localized
Boundaries are difficult (impossible) to trace
Cluster of cultural & social activities that markedly feed into each other
Commercial aspects, prosumption aspects, and (partial/negotiated?) relationship with mainstream.
Full transcript