http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.
Title -- Copyright -- Dedication -- Contents -- Acknowledgements -- Introduction: Co-creating matters -- 1 Situating co-creativity -- Auran and Dark Reign -- The new participatory culture? -- Visiting Maxis -- Lucy Bradshaw -- Studio head -- Dan Moskowitz: Lead engineer -- Morgan Roarity: Chief operations officer -- Stone Librande -- Lead designer -- 2 Co-creative technologies -- Introduction -- Auran's game-engine project -- Actor-Network Theory -- Making SAGE -- Interviewing Auran: Multiplying SAGEs -- SAGE team lead programmer -- SAGE team programmer -- The graphic artists
'Interactional expertise' and co-creative trading zones -- 6 Modelling co-creativity: A co-evolutionary approach (with Jason Potts) -- 'How do you make this damned thing work?' -- The problem of incentives and motivations -- Attention economy dynamics -- Minecraft -- crafting co-creative culture -- Entrepreneurial co-creativity -- Explaining co-creation: Markets or culture? -- Co-evolving markets and culture -- Multiple games -- Accounting for co-creative value -- Whither markets? -- Conclusion: Crafting co-creative culture (in conversation with Will Wright) -- Notes -- Bibliography -- Index
Multiple engines? -- The call to participate -- 3 Co-creating Trainz -- From ethnographer to online community relations manager -- The train simulator fan network -- User-created content and the Trainz development project -- An uneasy alliance -- How steam came to Trainz -- 4 Co-creative labour? (with Sal Humphreys) -- 'Working for nothing' -- User co-creation and labour -- Trainz and the work of co-creating -- Disorganized networks -- The shape of new labour relations? -- 5 Co-creative expertise -- Distributing expertise -- 'It's your game now'? Negotiating gamer expertise
Includes bibliographical references and index.