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Productive players: online computer games' challenge to conventional media forms

Humphreys, Sal (2005) Productive players: online computer games' challenge to conventional media forms. Communication and Critical/Cultural Studies, 2(1), pp. 37-51.

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Abstract

The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated around ongoing development of the game features and player created content. The line between production and consumption of the text has become blurred, and the lines between social and economic relationships must be redrawn. This article explores these relationships, using EverQuest as a case study. It suggests that the dynamic, mutable, and emergent qualities of the online multiplayer game exceed the limits of the reifying processes embodied by copyright law and content regulation regimes.

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ID Code: 5232
Item Type: Journal Article
Additional URLs:
Keywords: Massive Multiplayer Online Games, Regulation, Production, Intellectual Property, Players
DOI: 10.1080/1479142042000332116
ISSN: 1479-1420
Subjects: Australian and New Zealand Standard Research Classification > LANGUAGES COMMUNICATION AND CULTURE (200000) > CULTURAL STUDIES (200200)
Australian and New Zealand Standard Research Classification > LANGUAGES COMMUNICATION AND CULTURE (200000) > CULTURAL STUDIES (200200) > Screen and Media Culture (200212)
Divisions: Current > QUT Faculties and Divisions > Creative Industries Faculty
Copyright Owner: Copyright 2005 Taylor and Francis
Copyright Statement: First published in Journal of Communication and Critical/Cultural Studies 2(1):pp. 36-50.
Deposited On: 17 Oct 2006
Last Modified: 17 Sep 2010 11:32

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