SlideShare ist ein Scribd-Unternehmen logo
1 von 26
Folie 1 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Dr. Stefan Werning (Media Studies, University of Bayreuth)
A media industry perspective on digital games.
Between theory and practice(s)
Folie 2 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Production (Studies)
Folie 3 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Digital games in the context of production studies
• Network structures in digital game
production
• Functions of game jams
for the independent games scene
(Guevara-Villalobos 2011)
• Foucaultian analyses of media
production
– Governmentality: political economy
– Disciplinary power: ‚Managing‘ guests in game
shows (Carpentier 2001)
• An ANT perspective on media
production (Teurlings 2013)
– Technological and economic phenomena as ‚actors‘
Guevara-Villalobos, Orlando. „Cultures of Independent Game
Production: Examining the Relationship between Community and
Labour.“ Think Design Play: The fifth international conference of the
Digital Research Association (DIGRA). 2011. [online].
Teurlings, Jan. "Unblackboxing Production. What Media Studies Can
Learn from Actor-Network Theory." After the Break. Television Theory
Today. Eds. de Valck, Marijke and Jan Teurlings. Amsterdam: Amsterdam
University Press, 2013. 101-16. Print.
Folie 4 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Digital games in the context of production studies:
The ludic quality of game production
• Game production as an
intrinsically playful
process
• The creation of Half-Life
– The Cabal as a set of ‚rules of play‘
– Self-imposed constraints and
‚remixing‘ challenges
– Design metrics as ‚goals‘
• Game elements within
agile software production
– Innovation games (Buy a feature)
– Planning poker
Birdwell, Ken. "The Cabal: Valve’s Design Process for Creating Half-Life."
Gamasutra. The Art & Business of Making Games (1999). Web.
Folie 5 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
A software studies perspective
on digital game technology
• Conceptual bias ‚embedded‘ into
the interface and workflows
– Ready-made code for first-person shooters
• EXAMPLE: Asset marketplaces as
‚aesthetic eco-systems‘
• EXAMPLE: RPG Maker
– Fostered the differentiation and subversion of
Japanese RPGs as a genre
– Use of standardized art assets diverts
attention from audiovisual detail to
procedural rhetoric
• To The Moon, Always Sometimes Monsters
Folie 6 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
A software studies perspective
on digital game technology II
• Issues of representing sex and
ethnicity in customizing avatars
– Technological rationales
• Different texture layers
• Parametrized colors for skin, hair, eyes etc.
• Modular meshes
• Brushes drawn onto the texture
– Cultural rationales
• Normalization (e.g. through default
settings)
• Institutionalizes representational
stereotypes in the form of presets
• Suggests an ‚objectifying‘ stance
• Imposes a specific (male) gaze
Folie 7 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
A software studies perspective
on digital game technology III
• Institutionalizing new perceptions
of older media formats (Manovich)
• Example: Wwise
– Loops and triggers
– Grouping layers by function
• e.g. percussion or layered strings
– Parametrizable acoustic parameters
• Dynamic equalizing, simulated acoustic space
(e.g. digitally created reverb)
Folie 8 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
‚Game pollution‘
• Abundance
– Cf. digital ‚culture of plenitude‘ (Jay D. Bolter)
– Caused by a multiplicity of production tools
and principles like content reuse
• Describes both the ‚symptom‘ and
the corresponding reaction
– Symptom
• Produces cognitive overload and stress
• Leads to a lower overall usage intensity
• Paradox of Choice (Schwartz, 2004)
– Reaction
• ‚Analytical‘ playing style
• Buying/browsing rather than playing
• Partially ‚automating‘ the reception
– Shutting out ‚noise‘
• Implications
– Design challenge for ‚serious games‘
Schwartz, Barry. "The paradox of choice: Why less is more." New York: Ecco
(2004).
Folie 9 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Distribution
Folie 10 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Transitioning from goods to services
• Epistemic shift
– Fostered by streaming services, real-time
metrics and upgrades/DLC
– Encourages distinct usage practices
• Comparable to perceptions of
early film ‚as a service‘
– Before standardization through the MPPC
• Comparable to Second Screen
effects on television series
– Live discussions on Twitter
Thompson, Clive. "How Social Media Turns Creative Pursuits into ‘Live’
Performances." Wired Magazine 2012: 35. Print.
Folie 11 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Digital games in the context of distribution studies:
Games as ‚platforms‘
• Digital games are increasingly
turned into socio-technical
systems
– Cf. (Niederer/Van Dijck 2010)
– E.g. tie-in apps or Youtube uploads from
PlayStation3 games
• Paratextual activity
– Games become ‚eco-systems‘ within the
digital attention economy (Herbert A.
Simon)
– ‚Let‘s play‘ videos, walk-throughs, parodies
• Games increasingly act as highly
specific social networks
– Accelerate the fragmentation and functional
differentiation of social networks
Niederer, Sabine and José van Dijck. "Wisdom of the Crowd or Technicity of
Content? Wikipedia as a Sociotechnical System." New Media & Society 12.8 (2010):
1368-87. Print.
Folie 12 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Distribution as a mediatized process: Crowdfunding
• Set between production,
distribution and monetization
• Performativity in Kickstarter
campaigns
• Kickstarter campaigns as
narratives
– Exposition, rising action, climax,
denouement
– Require emplotment (White 1992) of the
production process
• Self-Narrativization and self-historicization
• Create a recognizable and retellable story
White, Hayden. "Historical emplotment and the problem of truth." Probing
the limits of representation 38 (1992).
Folie 13 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Distribution as a mediatized process: Remediation
• Remediating distribution
formats
• Special edition releases
– Acknowledges aesthetic and historical
relevance: cf. the Criterion collection
– ‚Director‘s cut‘
– Bonus features on DVDs
Distelmeyer, Jan. "Spielräume. Videospiele, Kino Und Die Intermediale
Architektur Der Film-Dvd." Spielformen Im Spielfilm. Zur Medienmorphologie des
Kinos nach der Postmoderne. Eds. Leschke, Rainer and Jochen Venus. Bielefeld:
transcript, 2007. 389-416. Print.
Folie 14 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Distribution as a mediatized process: Game bundles
• Bundles epistemically link
games to music, films and e-
books
• Epistemic connection to cereal
„fun packs“
– Cf. (Bogost 2012)
– Marks the games as a „special treat [...]
to be repeated only occasionally“
• Reenact a form of ‘patronage’
– Alters the consumer-producer relation
– Consumers identify with the producer’s
perspectiveBogost, Ian. "What Is a Game Bundle?" Gamasutra. The Art & Business of Making
Games (2012). Web.
Folie 15 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
A
Culturally Comparative
Perspective
Folie 16 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Bootlegs as a transitional phenomenon
• Distinct places, practices and
‚cultural‘ specificities
– Chinese bootleg stores in South Africa
– „There was some official PAL support, but it was
negligible and the cool kids imported”
• Symbiosis between formal and
‚informal‘ ecomies
– Create a sustainable and visible community
• Encourage the rise of regional journals, events
and eventually developer networks
– Informal Economies as transitory or ‚third
spaces‘
Folie 17 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Technology in a critical, culturally comparative
perspective on digital games
• Transnational distribution
reaccentuates the question
of cultural specificity
• Technological and economic
constraints on expressing
culture in video games
• Under Ash (Dar al-Fikr, 2001)
– Cf. (Galloway 2004)
– Unforgiving gameplay allegedly
‚signifies‘ social realism
Galloway, Alexander R. "Social Realism in Gaming." Game Studies. The International
Journal of Computer Game Research 4.1 (2004). Print.
Folie 18 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Playfulness in game production
• Player typologies
(Tuunanen and Hamari, 2012)
– Killer, Achiever, Explorer, Socializer (Bartle)
• Unearthed: Trail of Ibn Battuta
– The ‚achiever‘ mentality
• One of the first games for the PlayStation 3
developed using Unity 3D
• Pushing technical and administrative
boundaries
• Demonstrating competitiveness in terms of
technological and design ‚standards‘
– The ‚explorer‘ mentality
• Mapping out and adapting the Uncharted
franchise
• Industrial auteur theory
– Cf. (Caldwell 2008) on film production
– Implies a sense of ‘agency’
Tuunanen, Janne, and Juho Hamari. "Meta-synthesis of player typologies."
Proceedings of Nordic Digra 2012 Conference: Games in Culture and Society,
Tampere, Finland. 2012.
Caldwell, John Thornton. Production Culture: Industrial Reflexivity and Critical
Practice in Film and Television. Durham, NC: Duke University Press, 2008. Print.
Folie 19 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Performativity in transcultural game production
• Technological appropriation
– Unlicensed use of the CryEngine for
Special Force 2 by the Hezbollah
– Early Indian filmmakers using British
equipment to re-tell their own history
and mythology
• ‘Activist’ potential of
crowdfunding campaigns
– Kickstarter campaign for 1979
Revolution
• "I think everybody has a revolutionary
inside them...”
• Developer was marked as a spy in Iran
• Pledge tiers use the same semantics
Folie 20 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
‚New media‘ formats as a
form of cultural expression
• Cultural self-assertion
– Raja Harishchandra (1913)
– Ashoka (2003, discontinued)
• Political and cultural
instrumentalization
– US-Army funding program for ‚patriotic‘
movies such as Pearl Harbor
– Special Force (2003)
– Egypt Game Jam
Folie 21 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Outlook
Folie 22 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
A historically comparative perspective
on the digital games industry
• Interplay between academics,
reflective practitioners and an
increasingly self-conscious press
• Exchange of metaphors
– Film
• »Sculpture in motion« (Vachel Lindsay, author)
• »Music of light« (Abel Gance, director)
• »Painting in movement« (Leopold Survage, painter)
• »Architecture in movement« (Élie Faure, art
historian)
– Games
• „Chemistry of game design“ (Daniel Cook)
• „Narrative architecture“ (Henry Jenkins)
• „Petri nets“ (Natkin/Vega)
• Passage (2007) and Gravitation (2008)
as ‚Kuleshov experiments‘ for games?
Folie 23 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Independent game production as
‚collective simulation‘
• Simulation through feedback loops
– Production
– Feedback
– Contextualization
– Remaking
• Defining through constant variation
– Sophie Houlden, The Linear RPG
– Modding and genre mash-ups
• Dependent on production and
distribution modalities
– Archiving and forking (Git Hub)
– Online communities (Gamejolt)
– Game jams used for making sense of new
technologies such as Oculus Rift and the Ouya
Folie 24 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Media industry awareness
• Economic differentiation, particularly
within the digital games industry
– Users increasingly interpret and ‚understand‘ digital
media content as a ‚product‘
• In a second step, some users already
practically apply that knowledge
– Theorycrafting
– Selling user-generated content
• ‚Economic literacy‘ trickles down into
new media use in general
Folie 25 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Folie 26 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
Outlook: Economic literacy
• Runs across several categories of
„digital literacies“
– Language-based
– Information-based
– Connections-based
– (Re-)design-based
• Remaking, remixing
• Examples
– Improvised economies in early MMORPGs
– Economic game design (F2P, DLC etc.)
– Immaterial economies such as gift
economies
• ‘Economic literacy’
– Applies both to ‘reading’ and ‘writing’
– Using marketplace dynamics as ‚rule
systems‘ to address real-world problems
Hockly, Nicky. "Digital literacies." ELT journal 66.1 (2012): 108-112.
Dobson, Teresa, and John Willinsky. "Digital literacy." The Cambridge
handbook of literacy (2009): 286-312.

Weitere ähnliche Inhalte

Andere mochten auch

Gaming, Social Media and Typical Dreams
Gaming, Social Media and Typical Dreams Gaming, Social Media and Typical Dreams
Gaming, Social Media and Typical Dreams jgackenb
 
The importance of serious games for Culture, Heritage, Tourism and Creativity
The importance of serious games for Culture, Heritage, Tourism and CreativityThe importance of serious games for Culture, Heritage, Tourism and Creativity
The importance of serious games for Culture, Heritage, Tourism and CreativityDavid Wortley
 
Analysing video game print adverts
Analysing video game print advertsAnalysing video game print adverts
Analysing video game print advertsJCA
 
CD/DVD Covers Analysis
CD/DVD Covers AnalysisCD/DVD Covers Analysis
CD/DVD Covers AnalysisFazBegum
 
GCSE Media Studies - Video Games Pop quiz
GCSE Media Studies - Video Games Pop quizGCSE Media Studies - Video Games Pop quiz
GCSE Media Studies - Video Games Pop quizChris Hildrew
 

Andere mochten auch (10)

LeasePlan Russia
LeasePlan RussiaLeasePlan Russia
LeasePlan Russia
 
CD cover analisis
CD cover analisisCD cover analisis
CD cover analisis
 
Gaming, Social Media and Typical Dreams
Gaming, Social Media and Typical Dreams Gaming, Social Media and Typical Dreams
Gaming, Social Media and Typical Dreams
 
Gameplay Concept Tool
Gameplay Concept ToolGameplay Concept Tool
Gameplay Concept Tool
 
The importance of serious games for Culture, Heritage, Tourism and Creativity
The importance of serious games for Culture, Heritage, Tourism and CreativityThe importance of serious games for Culture, Heritage, Tourism and Creativity
The importance of serious games for Culture, Heritage, Tourism and Creativity
 
Digipak
Digipak Digipak
Digipak
 
Analysing video game print adverts
Analysing video game print advertsAnalysing video game print adverts
Analysing video game print adverts
 
CD/DVD Covers Analysis
CD/DVD Covers AnalysisCD/DVD Covers Analysis
CD/DVD Covers Analysis
 
GCSE Media Studies - Video Games Pop quiz
GCSE Media Studies - Video Games Pop quizGCSE Media Studies - Video Games Pop quiz
GCSE Media Studies - Video Games Pop quiz
 
Dvd Digipak
Dvd DigipakDvd Digipak
Dvd Digipak
 

Ähnlich wie A media industry perspective on digital games

Digra 2016 - Game Preservation within a Dutch Audiovisual Heritage Institution
Digra 2016 - Game Preservation within a Dutch Audiovisual Heritage InstitutionDigra 2016 - Game Preservation within a Dutch Audiovisual Heritage Institution
Digra 2016 - Game Preservation within a Dutch Audiovisual Heritage InstitutionJesse de Vos
 
Med122 digital games: narrative and play
Med122 digital games: narrative and playMed122 digital games: narrative and play
Med122 digital games: narrative and playRob Jewitt
 
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
 
Y1 s1 critskills-grouppresentation-natalieluketoby
Y1 s1 critskills-grouppresentation-natalieluketobyY1 s1 critskills-grouppresentation-natalieluketoby
Y1 s1 critskills-grouppresentation-natalieluketobynathalieham2010
 
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
 
Publication1_Chapter - VideoGames
Publication1_Chapter - VideoGamesPublication1_Chapter - VideoGames
Publication1_Chapter - VideoGamesAjay Kumar
 
DigraFDG2016 - From practice-based game research to game design as cultural t...
DigraFDG2016 - From practice-based game research to game design as cultural t...DigraFDG2016 - From practice-based game research to game design as cultural t...
DigraFDG2016 - From practice-based game research to game design as cultural t...Stefan Werning
 
Digital Humanities Breakfast -Paul Martin
Digital Humanities Breakfast -Paul MartinDigital Humanities Breakfast -Paul Martin
Digital Humanities Breakfast -Paul MartinDigitalHumanitiesUON
 
Studying play in contemporary (media) culture
Studying play in contemporary (media) cultureStudying play in contemporary (media) culture
Studying play in contemporary (media) cultureStefan Werning
 
Pokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CulturePokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CultureFrans Mäyrä
 
Abstract Suominen Second Lives Of Digital Game Products
Abstract Suominen Second Lives Of Digital Game ProductsAbstract Suominen Second Lives Of Digital Game Products
Abstract Suominen Second Lives Of Digital Game ProductsJoerg Hartmann
 
Discursive Game Design or: Game Design as Cultural Practice
Discursive Game Design or: Game Design as Cultural PracticeDiscursive Game Design or: Game Design as Cultural Practice
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
 
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteFrans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteMindtrek
 
Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Resear...
Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Resear...Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Resear...
Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Resear...Creativeslides
 
Mac281 Digital Games 2009
Mac281 Digital Games 2009Mac281 Digital Games 2009
Mac281 Digital Games 2009Rob Jewitt
 
Crogan intro for creative turf may wkshop
Crogan intro for creative turf may wkshopCrogan intro for creative turf may wkshop
Crogan intro for creative turf may wkshopPatrick Crogan
 
Impact of digitization and convergence
Impact of digitization and convergenceImpact of digitization and convergence
Impact of digitization and convergenceWEB_207_Wiktor_M
 
An Introduction to Game Research
An Introduction to Game ResearchAn Introduction to Game Research
An Introduction to Game ResearchMirjam Eladhari
 
Where does value lie - in the digital age.pptx
Where does value lie - in the digital age.pptxWhere does value lie - in the digital age.pptx
Where does value lie - in the digital age.pptxAnton Hecht
 

Ähnlich wie A media industry perspective on digital games (20)

Digra 2016 - Game Preservation within a Dutch Audiovisual Heritage Institution
Digra 2016 - Game Preservation within a Dutch Audiovisual Heritage InstitutionDigra 2016 - Game Preservation within a Dutch Audiovisual Heritage Institution
Digra 2016 - Game Preservation within a Dutch Audiovisual Heritage Institution
 
Med122 digital games: narrative and play
Med122 digital games: narrative and playMed122 digital games: narrative and play
Med122 digital games: narrative and play
 
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)"Overview and Conclusions" by Sherry Jones (August 16, 2014)
"Overview and Conclusions" by Sherry Jones (August 16, 2014)
 
Y1 s1 critskills-grouppresentation-natalieluketoby
Y1 s1 critskills-grouppresentation-natalieluketobyY1 s1 critskills-grouppresentation-natalieluketoby
Y1 s1 critskills-grouppresentation-natalieluketoby
 
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)
 
Vgl13 t1
Vgl13 t1Vgl13 t1
Vgl13 t1
 
Publication1_Chapter - VideoGames
Publication1_Chapter - VideoGamesPublication1_Chapter - VideoGames
Publication1_Chapter - VideoGames
 
DigraFDG2016 - From practice-based game research to game design as cultural t...
DigraFDG2016 - From practice-based game research to game design as cultural t...DigraFDG2016 - From practice-based game research to game design as cultural t...
DigraFDG2016 - From practice-based game research to game design as cultural t...
 
Digital Humanities Breakfast -Paul Martin
Digital Humanities Breakfast -Paul MartinDigital Humanities Breakfast -Paul Martin
Digital Humanities Breakfast -Paul Martin
 
Studying play in contemporary (media) culture
Studying play in contemporary (media) cultureStudying play in contemporary (media) culture
Studying play in contemporary (media) culture
 
Pokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CulturePokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of Culture
 
Abstract Suominen Second Lives Of Digital Game Products
Abstract Suominen Second Lives Of Digital Game ProductsAbstract Suominen Second Lives Of Digital Game Products
Abstract Suominen Second Lives Of Digital Game Products
 
Discursive Game Design or: Game Design as Cultural Practice
Discursive Game Design or: Game Design as Cultural PracticeDiscursive Game Design or: Game Design as Cultural Practice
Discursive Game Design or: Game Design as Cultural Practice
 
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteFrans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
 
Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Resear...
Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Resear...Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Resear...
Kennedy and Crogan 'Identity and Interdisciplinarity in Games and Play Resear...
 
Mac281 Digital Games 2009
Mac281 Digital Games 2009Mac281 Digital Games 2009
Mac281 Digital Games 2009
 
Crogan intro for creative turf may wkshop
Crogan intro for creative turf may wkshopCrogan intro for creative turf may wkshop
Crogan intro for creative turf may wkshop
 
Impact of digitization and convergence
Impact of digitization and convergenceImpact of digitization and convergence
Impact of digitization and convergence
 
An Introduction to Game Research
An Introduction to Game ResearchAn Introduction to Game Research
An Introduction to Game Research
 
Where does value lie - in the digital age.pptx
Where does value lie - in the digital age.pptxWhere does value lie - in the digital age.pptx
Where does value lie - in the digital age.pptx
 

Mehr von Stefan Werning

Ecomodding as Cultural Public Sphere and Creative Research Practice
Ecomodding as Cultural Public Sphere and Creative Research PracticeEcomodding as Cultural Public Sphere and Creative Research Practice
Ecomodding as Cultural Public Sphere and Creative Research PracticeStefan Werning
 
Making Data Playable? (workshop slides)
Making Data Playable? (workshop slides)Making Data Playable? (workshop slides)
Making Data Playable? (workshop slides)Stefan Werning
 
Using Analytical Game Design to make datasets ‘playable’ in the classroom
Using Analytical Game Design to make datasets ‘playable’ in the classroomUsing Analytical Game Design to make datasets ‘playable’ in the classroom
Using Analytical Game Design to make datasets ‘playable’ in the classroomStefan Werning
 
Workshop on Game Poetry (Utrecht Summer School '14)
Workshop on Game Poetry (Utrecht Summer School '14)Workshop on Game Poetry (Utrecht Summer School '14)
Workshop on Game Poetry (Utrecht Summer School '14)Stefan Werning
 
War Games (Remote Control 2014, Utrecht)
War Games (Remote Control 2014, Utrecht)War Games (Remote Control 2014, Utrecht)
War Games (Remote Control 2014, Utrecht)Stefan Werning
 
Analytical Game Design: Digital Game Studies between theory and practice
Analytical Game Design: Digital Game Studies between theory and practice Analytical Game Design: Digital Game Studies between theory and practice
Analytical Game Design: Digital Game Studies between theory and practice Stefan Werning
 
Studying games at the intersection of media studies and computer science
Studying games at the intersection of media studies and computer scienceStudying games at the intersection of media studies and computer science
Studying games at the intersection of media studies and computer scienceStefan Werning
 
Werning, Die oekonomische Durchdringung der digitalen (Medien-)Kultur
Werning, Die oekonomische Durchdringung der digitalen (Medien-)KulturWerning, Die oekonomische Durchdringung der digitalen (Medien-)Kultur
Werning, Die oekonomische Durchdringung der digitalen (Medien-)KulturStefan Werning
 

Mehr von Stefan Werning (8)

Ecomodding as Cultural Public Sphere and Creative Research Practice
Ecomodding as Cultural Public Sphere and Creative Research PracticeEcomodding as Cultural Public Sphere and Creative Research Practice
Ecomodding as Cultural Public Sphere and Creative Research Practice
 
Making Data Playable? (workshop slides)
Making Data Playable? (workshop slides)Making Data Playable? (workshop slides)
Making Data Playable? (workshop slides)
 
Using Analytical Game Design to make datasets ‘playable’ in the classroom
Using Analytical Game Design to make datasets ‘playable’ in the classroomUsing Analytical Game Design to make datasets ‘playable’ in the classroom
Using Analytical Game Design to make datasets ‘playable’ in the classroom
 
Workshop on Game Poetry (Utrecht Summer School '14)
Workshop on Game Poetry (Utrecht Summer School '14)Workshop on Game Poetry (Utrecht Summer School '14)
Workshop on Game Poetry (Utrecht Summer School '14)
 
War Games (Remote Control 2014, Utrecht)
War Games (Remote Control 2014, Utrecht)War Games (Remote Control 2014, Utrecht)
War Games (Remote Control 2014, Utrecht)
 
Analytical Game Design: Digital Game Studies between theory and practice
Analytical Game Design: Digital Game Studies between theory and practice Analytical Game Design: Digital Game Studies between theory and practice
Analytical Game Design: Digital Game Studies between theory and practice
 
Studying games at the intersection of media studies and computer science
Studying games at the intersection of media studies and computer scienceStudying games at the intersection of media studies and computer science
Studying games at the intersection of media studies and computer science
 
Werning, Die oekonomische Durchdringung der digitalen (Medien-)Kultur
Werning, Die oekonomische Durchdringung der digitalen (Medien-)KulturWerning, Die oekonomische Durchdringung der digitalen (Medien-)Kultur
Werning, Die oekonomische Durchdringung der digitalen (Medien-)Kultur
 

Kürzlich hochgeladen

Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...Association for Project Management
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfciinovamais
 
How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17Celine George
 
Towards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptxTowards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptxJisc
 
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...pradhanghanshyam7136
 
Graduate Outcomes Presentation Slides - English
Graduate Outcomes Presentation Slides - EnglishGraduate Outcomes Presentation Slides - English
Graduate Outcomes Presentation Slides - Englishneillewis46
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...christianmathematics
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17Celine George
 
Micro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdfMicro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdfPoh-Sun Goh
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin ClassesCeline George
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsMebane Rash
 
Single or Multiple melodic lines structure
Single or Multiple melodic lines structureSingle or Multiple melodic lines structure
Single or Multiple melodic lines structuredhanjurrannsibayan2
 
Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsKarakKing
 
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxAreebaZafar22
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdfQucHHunhnh
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsTechSoup
 
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptxMaritesTamaniVerdade
 
Unit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptxUnit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptxVishalSingh1417
 

Kürzlich hochgeladen (20)

Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
 
How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17
 
Towards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptxTowards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptx
 
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
 
Graduate Outcomes Presentation Slides - English
Graduate Outcomes Presentation Slides - EnglishGraduate Outcomes Presentation Slides - English
Graduate Outcomes Presentation Slides - English
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17
 
Micro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdfMicro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdf
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
Single or Multiple melodic lines structure
Single or Multiple melodic lines structureSingle or Multiple melodic lines structure
Single or Multiple melodic lines structure
 
Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
 
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptx
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
Unit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptxUnit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptx
 
Spatium Project Simulation student brief
Spatium Project Simulation student briefSpatium Project Simulation student brief
Spatium Project Simulation student brief
 

A media industry perspective on digital games

  • 1. Folie 1 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Dr. Stefan Werning (Media Studies, University of Bayreuth) A media industry perspective on digital games. Between theory and practice(s)
  • 2. Folie 2 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Production (Studies)
  • 3. Folie 3 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Digital games in the context of production studies • Network structures in digital game production • Functions of game jams for the independent games scene (Guevara-Villalobos 2011) • Foucaultian analyses of media production – Governmentality: political economy – Disciplinary power: ‚Managing‘ guests in game shows (Carpentier 2001) • An ANT perspective on media production (Teurlings 2013) – Technological and economic phenomena as ‚actors‘ Guevara-Villalobos, Orlando. „Cultures of Independent Game Production: Examining the Relationship between Community and Labour.“ Think Design Play: The fifth international conference of the Digital Research Association (DIGRA). 2011. [online]. Teurlings, Jan. "Unblackboxing Production. What Media Studies Can Learn from Actor-Network Theory." After the Break. Television Theory Today. Eds. de Valck, Marijke and Jan Teurlings. Amsterdam: Amsterdam University Press, 2013. 101-16. Print.
  • 4. Folie 4 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Digital games in the context of production studies: The ludic quality of game production • Game production as an intrinsically playful process • The creation of Half-Life – The Cabal as a set of ‚rules of play‘ – Self-imposed constraints and ‚remixing‘ challenges – Design metrics as ‚goals‘ • Game elements within agile software production – Innovation games (Buy a feature) – Planning poker Birdwell, Ken. "The Cabal: Valve’s Design Process for Creating Half-Life." Gamasutra. The Art & Business of Making Games (1999). Web.
  • 5. Folie 5 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 A software studies perspective on digital game technology • Conceptual bias ‚embedded‘ into the interface and workflows – Ready-made code for first-person shooters • EXAMPLE: Asset marketplaces as ‚aesthetic eco-systems‘ • EXAMPLE: RPG Maker – Fostered the differentiation and subversion of Japanese RPGs as a genre – Use of standardized art assets diverts attention from audiovisual detail to procedural rhetoric • To The Moon, Always Sometimes Monsters
  • 6. Folie 6 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 A software studies perspective on digital game technology II • Issues of representing sex and ethnicity in customizing avatars – Technological rationales • Different texture layers • Parametrized colors for skin, hair, eyes etc. • Modular meshes • Brushes drawn onto the texture – Cultural rationales • Normalization (e.g. through default settings) • Institutionalizes representational stereotypes in the form of presets • Suggests an ‚objectifying‘ stance • Imposes a specific (male) gaze
  • 7. Folie 7 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 A software studies perspective on digital game technology III • Institutionalizing new perceptions of older media formats (Manovich) • Example: Wwise – Loops and triggers – Grouping layers by function • e.g. percussion or layered strings – Parametrizable acoustic parameters • Dynamic equalizing, simulated acoustic space (e.g. digitally created reverb)
  • 8. Folie 8 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 ‚Game pollution‘ • Abundance – Cf. digital ‚culture of plenitude‘ (Jay D. Bolter) – Caused by a multiplicity of production tools and principles like content reuse • Describes both the ‚symptom‘ and the corresponding reaction – Symptom • Produces cognitive overload and stress • Leads to a lower overall usage intensity • Paradox of Choice (Schwartz, 2004) – Reaction • ‚Analytical‘ playing style • Buying/browsing rather than playing • Partially ‚automating‘ the reception – Shutting out ‚noise‘ • Implications – Design challenge for ‚serious games‘ Schwartz, Barry. "The paradox of choice: Why less is more." New York: Ecco (2004).
  • 9. Folie 9 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Distribution
  • 10. Folie 10 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Transitioning from goods to services • Epistemic shift – Fostered by streaming services, real-time metrics and upgrades/DLC – Encourages distinct usage practices • Comparable to perceptions of early film ‚as a service‘ – Before standardization through the MPPC • Comparable to Second Screen effects on television series – Live discussions on Twitter Thompson, Clive. "How Social Media Turns Creative Pursuits into ‘Live’ Performances." Wired Magazine 2012: 35. Print.
  • 11. Folie 11 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Digital games in the context of distribution studies: Games as ‚platforms‘ • Digital games are increasingly turned into socio-technical systems – Cf. (Niederer/Van Dijck 2010) – E.g. tie-in apps or Youtube uploads from PlayStation3 games • Paratextual activity – Games become ‚eco-systems‘ within the digital attention economy (Herbert A. Simon) – ‚Let‘s play‘ videos, walk-throughs, parodies • Games increasingly act as highly specific social networks – Accelerate the fragmentation and functional differentiation of social networks Niederer, Sabine and José van Dijck. "Wisdom of the Crowd or Technicity of Content? Wikipedia as a Sociotechnical System." New Media & Society 12.8 (2010): 1368-87. Print.
  • 12. Folie 12 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Distribution as a mediatized process: Crowdfunding • Set between production, distribution and monetization • Performativity in Kickstarter campaigns • Kickstarter campaigns as narratives – Exposition, rising action, climax, denouement – Require emplotment (White 1992) of the production process • Self-Narrativization and self-historicization • Create a recognizable and retellable story White, Hayden. "Historical emplotment and the problem of truth." Probing the limits of representation 38 (1992).
  • 13. Folie 13 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Distribution as a mediatized process: Remediation • Remediating distribution formats • Special edition releases – Acknowledges aesthetic and historical relevance: cf. the Criterion collection – ‚Director‘s cut‘ – Bonus features on DVDs Distelmeyer, Jan. "Spielräume. Videospiele, Kino Und Die Intermediale Architektur Der Film-Dvd." Spielformen Im Spielfilm. Zur Medienmorphologie des Kinos nach der Postmoderne. Eds. Leschke, Rainer and Jochen Venus. Bielefeld: transcript, 2007. 389-416. Print.
  • 14. Folie 14 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Distribution as a mediatized process: Game bundles • Bundles epistemically link games to music, films and e- books • Epistemic connection to cereal „fun packs“ – Cf. (Bogost 2012) – Marks the games as a „special treat [...] to be repeated only occasionally“ • Reenact a form of ‘patronage’ – Alters the consumer-producer relation – Consumers identify with the producer’s perspectiveBogost, Ian. "What Is a Game Bundle?" Gamasutra. The Art & Business of Making Games (2012). Web.
  • 15. Folie 15 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 A Culturally Comparative Perspective
  • 16. Folie 16 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Bootlegs as a transitional phenomenon • Distinct places, practices and ‚cultural‘ specificities – Chinese bootleg stores in South Africa – „There was some official PAL support, but it was negligible and the cool kids imported” • Symbiosis between formal and ‚informal‘ ecomies – Create a sustainable and visible community • Encourage the rise of regional journals, events and eventually developer networks – Informal Economies as transitory or ‚third spaces‘
  • 17. Folie 17 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Technology in a critical, culturally comparative perspective on digital games • Transnational distribution reaccentuates the question of cultural specificity • Technological and economic constraints on expressing culture in video games • Under Ash (Dar al-Fikr, 2001) – Cf. (Galloway 2004) – Unforgiving gameplay allegedly ‚signifies‘ social realism Galloway, Alexander R. "Social Realism in Gaming." Game Studies. The International Journal of Computer Game Research 4.1 (2004). Print.
  • 18. Folie 18 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Playfulness in game production • Player typologies (Tuunanen and Hamari, 2012) – Killer, Achiever, Explorer, Socializer (Bartle) • Unearthed: Trail of Ibn Battuta – The ‚achiever‘ mentality • One of the first games for the PlayStation 3 developed using Unity 3D • Pushing technical and administrative boundaries • Demonstrating competitiveness in terms of technological and design ‚standards‘ – The ‚explorer‘ mentality • Mapping out and adapting the Uncharted franchise • Industrial auteur theory – Cf. (Caldwell 2008) on film production – Implies a sense of ‘agency’ Tuunanen, Janne, and Juho Hamari. "Meta-synthesis of player typologies." Proceedings of Nordic Digra 2012 Conference: Games in Culture and Society, Tampere, Finland. 2012. Caldwell, John Thornton. Production Culture: Industrial Reflexivity and Critical Practice in Film and Television. Durham, NC: Duke University Press, 2008. Print.
  • 19. Folie 19 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Performativity in transcultural game production • Technological appropriation – Unlicensed use of the CryEngine for Special Force 2 by the Hezbollah – Early Indian filmmakers using British equipment to re-tell their own history and mythology • ‘Activist’ potential of crowdfunding campaigns – Kickstarter campaign for 1979 Revolution • "I think everybody has a revolutionary inside them...” • Developer was marked as a spy in Iran • Pledge tiers use the same semantics
  • 20. Folie 20 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 ‚New media‘ formats as a form of cultural expression • Cultural self-assertion – Raja Harishchandra (1913) – Ashoka (2003, discontinued) • Political and cultural instrumentalization – US-Army funding program for ‚patriotic‘ movies such as Pearl Harbor – Special Force (2003) – Egypt Game Jam
  • 21. Folie 21 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Outlook
  • 22. Folie 22 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 A historically comparative perspective on the digital games industry • Interplay between academics, reflective practitioners and an increasingly self-conscious press • Exchange of metaphors – Film • »Sculpture in motion« (Vachel Lindsay, author) • »Music of light« (Abel Gance, director) • »Painting in movement« (Leopold Survage, painter) • »Architecture in movement« (Élie Faure, art historian) – Games • „Chemistry of game design“ (Daniel Cook) • „Narrative architecture“ (Henry Jenkins) • „Petri nets“ (Natkin/Vega) • Passage (2007) and Gravitation (2008) as ‚Kuleshov experiments‘ for games?
  • 23. Folie 23 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Independent game production as ‚collective simulation‘ • Simulation through feedback loops – Production – Feedback – Contextualization – Remaking • Defining through constant variation – Sophie Houlden, The Linear RPG – Modding and genre mash-ups • Dependent on production and distribution modalities – Archiving and forking (Git Hub) – Online communities (Gamejolt) – Game jams used for making sense of new technologies such as Oculus Rift and the Ouya
  • 24. Folie 24 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Media industry awareness • Economic differentiation, particularly within the digital games industry – Users increasingly interpret and ‚understand‘ digital media content as a ‚product‘ • In a second step, some users already practically apply that knowledge – Theorycrafting – Selling user-generated content • ‚Economic literacy‘ trickles down into new media use in general
  • 25. Folie 25 von 25AP New Media and Game Studies – Utrecht, 01.04.2015
  • 26. Folie 26 von 25AP New Media and Game Studies – Utrecht, 01.04.2015 Outlook: Economic literacy • Runs across several categories of „digital literacies“ – Language-based – Information-based – Connections-based – (Re-)design-based • Remaking, remixing • Examples – Improvised economies in early MMORPGs – Economic game design (F2P, DLC etc.) – Immaterial economies such as gift economies • ‘Economic literacy’ – Applies both to ‘reading’ and ‘writing’ – Using marketplace dynamics as ‚rule systems‘ to address real-world problems Hockly, Nicky. "Digital literacies." ELT journal 66.1 (2012): 108-112. Dobson, Teresa, and John Willinsky. "Digital literacy." The Cambridge handbook of literacy (2009): 286-312.