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Online Multiuser games:Playing for real

Humphreys, Sal (2003) Online Multiuser games:Playing for real. Australian Journal of Communication 30(1):pp. 79-91.

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Abstract

The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond assessing digital games in terms of the text - structural features, aesthetic features and functionality - and examine the social and economic engagements of the players. The social engagements of online games derive from a complex interplay between the rules and affordances of a game, the user’s offline context, and the online social world created with other players. In this analysis the game ‘text’(the boxed product loaded onto the computer) is only one element of a much larger and more open text created by playing. Gamers create content – both through the activity of playing, and through creating ‘mods’, new levels, new ‘skins’,new modes of play, that are often appropriated and used by the development companies. Emergent industry models implemented by this form of content creation bring into question the idea that there are discrete consumers and developers. This paper interrogates the boundaries 'old' media studies invoke, of producers, audiences, and text.

Item Type:Journal Article
Status:Published
Keywords:MMOG; computer games; narrative;
Subjects:410000 The Arts > 410300 Cinema, Electronic Arts and Multimedia > 410303 Multimedia
420000 Language and Culture > 420300 Cultural Studies > 420304 Screen and Media Culture
ID Code:237
Deposited By:Humphreys, Sal
Deposited On:23 August 2004
Alternative Locations:http://www.cios.org/www/ajcmain.htm
Copyright Owner:Copyright 2003 Australia and New Zealand Communication Association
Copyright Statement:The contents of this journal can be freely accessed online via the journal’s web page (see hypertext link).