Co-creating games: A co-evolutionary analysis
ABSTRACT. The phenomenon of consumer co-creation is often framed in terms of whether either economic market forces or socio-cultural non-market forces ultimately dominate. We propose an alternate model of consumer co-creation in terms of co-evolution between markets and non-markets. Our model is based on a recent ethnographic study of a massively multiplayer online game through its development, release and ultimate failure, and cast in terms of two explanatory models: multiple games and social network markets. We conclude that consumer co-creation is indeed complex, but in ways that relate to both emergent market expectations and the evolution of markets, not to the transcendence of markets.
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|Item Type:||Journal Article|
|Keywords:||consumer co-creation, games studies, social networks, participatory culture|
|Subjects:||Australian and New Zealand Standard Research Classification > LANGUAGES COMMUNICATION AND CULTURE (200000) > COMMUNICATION AND MEDIA STUDIES (200100) > Communication Technology and Digital Media Studies (200102)|
|Divisions:||Current > Research Centres > ARC Centre of Excellence for Creative Industries and Innovation|
Current > QUT Faculties and Divisions > Creative Industries Faculty
|Copyright Owner:||Copyright 2009 Sage Publications|
|Deposited On:||07 Jul 2009 16:02|
|Last Modified:||01 Mar 2012 00:33|
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