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ALC215 W7 Games and the Global Cultures of Production

Globalisation and the Media
by

Christopher Moore

on 5 September 2013

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Transcript of ALC215 W7 Games and the Global Cultures of Production

Player One
Press Start

(re)construction
games and the global cultures of production
Minecraft
Player One
Press Start

avatars
and
identity
reconfiguration
games as
participatory media culture
Raessens, J 2005, ‘Computer games as participatory media culture’, Handbook of computer game studies 2005, MIT Press, Cambridge, Mass, pp. 373-388
available via the e-readings link on the DSO
du Gay et al 1997 Production of Culture/Cultures of Production. Sage. London.

du Gay et al 1997 Doing Cultural Studies: The story of the Sony Walkman. Sage. London.

Goggin, Gerard 2006 Cell Phone Culture: Mobile technology in everyday life. Routledge. New York.
analysing
cultural products
Interpretation | Reconfiguration | (Re)Construction
of games and gamers...
Jane McGonical - Reality is Broken
"“Currently there are more than half a billion people worldwide playing computer and videogames at least an hour a day -- and 183 million in the U.S. alone. The younger you are, the more likely you are to be a gamer -- 99% of boys under 18 and 94% of girls under 18 report playing videogames regularly. The average young person racks up 10,000 hours of gaming by the age of 21 -- or 24 hours less than they spend in a classroom for all of middle and high school if they have perfect attendance. It's a remarkable amount of time we're investing in games. 5 million gamers in the U.S., in fact, are spending more than 40 hours a week playing games -- the equivalent of a full time job! “
The Circuit of Culture

Participatory Media Cultures
ALC215 Globalisation and the Media w.7
IDENTITY
REPRESENTATION
PRODUCTION
CONSUMPTION
REGULATION
Circuit
of Culture
"To be a gamer is to come to understanding through quantifiable failure."
McKenzie Wark in Gamer Theory (2007)
http://www.igea.net/wp-content/uploads/2011/10/DA12FinalLinkVideo.pdf
Dr Jeffrey Brand, Digital Australia 2012
http://au.ign.com/articles/2013/05/31/tropes-vs-women-in-video-games-why-it-matters
Interpretation
multimediality

virtuality

interactivity

connectivity
“Culture, as the site where meaning is generated and experienced, becomes a determining, productive field through which social realities are constructed, experienced and interpreted’’ (Turner, 1996, p. 14).
deconstruction
cosplay, machinima, mods, indie development in game economies, para/meta textual industries including Blogs, Let'sPlay, TwitchTV, merch...
RISE OF THE INDIES
GAME OVER...
FOR NOW
Development

Manufacturing

Publishing

Distribution

Retail
<2007
2012>
Indie, Independent AAA

Mobile/Social/Console/PC

Self Publishing

Digital Distribution

Less Retail

(re)construction
http://www.gameplanet.com.au/news/g5223ed59057f7/At-17-million-Star-Citizen-is-the-largest-crowdfunded-project-ever/?utm_source=rss
CROWDFUNDING
Full transcript