What forms of participatory culture are available in games?
Some games are designed to allow for new levels and characters to be created and thus affect how game play and narrative play out via new regulations, art work can be inspired by games, music videos. Players can now form strong online communities where they can participate in fan culture such as chat rooms and forums, facebook and twitter.
With games also converging onto mobile devices these games now allow users to participate in any time and space they so desire.
Games can be remediated into almost any other media type that users participate in.
What constraints are there?
· IP and copyright restrictions
· Limitations on tools provided by creators of the source materials
· Digital right management and other type of software
· End User License Agreements
· Cultural limitations where games do not work within other cultural contexts
· Time
How is the economic model of games different from other media?
The economic model for differs in that the games industry was born with piracy within it culture and flourished in any event, whilst other media were forced to face piracy as an alien threat to their distribution models that were originally based around analog media. Gaming has always been digital.
Many of the online games are subscription based as opposed to most other media types which are still one off single purchases, which means there is an ongoing financial return over a much longer timeframe than seen in other media.
Gaming is now both the source for derivates such as films based on games, as well as being a derivate such as game based on film or TV show and so can drive all kinds of remediation through the narratives they possess.
Gaming also more actively engages consumers through the narrative content they consume, and create. This enables game to hold the attention of consumers for a longer period of time it actively engages the consumer through social networks rather than passively supplying a one off piece of media.
Player of open design games can also directly profit from the creations they have within these virtual spaces.
How is the user production in games different from other media?
I think user production in game sis different as it seems to be done more often as part of a collective, whilst other user created media seems to be done as a solo project, or in a smaller group.
It also seems to be encouraged more within the gaming industry compared to other media industries such as film, TV and music who seem to actively discourage it.
Some games are designed to allow for new levels and characters to be created and thus affect how game play and narrative play out via new regulations, art work can be inspired by games, music videos. Players can now form strong online communities where they can participate in fan culture such as chat rooms and forums, facebook and twitter.
With games also converging onto mobile devices these games now allow users to participate in any time and space they so desire.
Games can be remediated into almost any other media type that users participate in.
What constraints are there?
· IP and copyright restrictions
· Limitations on tools provided by creators of the source materials
· Digital right management and other type of software
· End User License Agreements
· Cultural limitations where games do not work within other cultural contexts
· Time
How is the economic model of games different from other media?
The economic model for differs in that the games industry was born with piracy within it culture and flourished in any event, whilst other media were forced to face piracy as an alien threat to their distribution models that were originally based around analog media. Gaming has always been digital.
Many of the online games are subscription based as opposed to most other media types which are still one off single purchases, which means there is an ongoing financial return over a much longer timeframe than seen in other media.
Gaming is now both the source for derivates such as films based on games, as well as being a derivate such as game based on film or TV show and so can drive all kinds of remediation through the narratives they possess.
Gaming also more actively engages consumers through the narrative content they consume, and create. This enables game to hold the attention of consumers for a longer period of time it actively engages the consumer through social networks rather than passively supplying a one off piece of media.
Player of open design games can also directly profit from the creations they have within these virtual spaces.
How is the user production in games different from other media?
I think user production in game sis different as it seems to be done more often as part of a collective, whilst other user created media seems to be done as a solo project, or in a smaller group.
It also seems to be encouraged more within the gaming industry compared to other media industries such as film, TV and music who seem to actively discourage it.