E-Book, Englisch, 252 Seiten
Swalwell / Ndalianis / Stuckey Fans and Videogames
Erscheinungsjahr 2017
ISBN: 978-1-317-19190-2
Verlag: CRC Press
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Histories, Fandom, Archives
E-Book, Englisch, 252 Seiten
Reihe: Routledge Advances in Game Studies
ISBN: 978-1-317-19190-2
Verlag: CRC Press
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers make literal the theoretical concept that Roland Barthes and Julia Kristeva defined four decades ago: they are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games. This volume brings together essays that explore game fandom from diverse perspectives to offer a broad and holistic understanding of the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim here to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring the persistence of game culture through the development of archives.
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Populärkultur
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Freizeitsoziologie, Konsumsoziologie, Alltagssoziologie, Populärkultur
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
Weitere Infos & Material
1. Introduction
[Melanie Swalwell, Helen Stuckey and Angela Ndalianis]
Part I: Historicizing Game Fandom
2. Early Games Production, Gamer Subjectivation and the Containment of the Ludic Imagination
[Graeme Kirkpatrick]
3. Transitioning to the Digital: Run5 magazine as archive and account of SSG’s dialogue with wargamers in the 1980s
[Helen Stuckey]
4. Keeping the Spectrum alive: Platform fandom in a time of transition
[Jaroslav Švelch]
5. Pirates, Platforms, and Players: Theorizing post-consumer fan histories through the Sega Dreamcast
[Skot Deeming and David Murphy]
Part II: Fan Contributions to Game History
6. EVE Online’s War Correspondents: Player journalism as history
[Nick Webber]
7. NES Homebrew and the Margins of the Retrogaming Industry
[John Vanderhoef]
8. Museums of Failure: Fans as curators of ‘bad’, unreleased, and ‘flopped’ videogames
[Victor Navarro-Remesal]
9. Glitching, Codemining and Procedural Level Creation in Super Mario Bros. [James Newman]
Part III: The Archive
10. Repacking my Library
[Jennifer deWinter and Carly Kocurek]
11. Sega Saturn Fan Sites and the Vernacular Curation of Videogame History
[Benjamin Nicoll]
12. Unusable Archives: Everyday play and the Everyplay archives
[James Manning]
13. Moving on from the Original Experience: Philosophies of preservation and dis/play in game history
[Melanie Swalwell]