Negotiating the Glitch Identifying and Using Glitches in Video Games with Microtransactions
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F15%3A10325255" target="_blank" >RIV/00216208:11230/15:10325255 - isvavai.cz</a>
Výsledek na webu
<a href="http://medzur.fss.muni.cz/media/14269/ceegs-online-final.pdf" target="_blank" >http://medzur.fss.muni.cz/media/14269/ceegs-online-final.pdf</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Negotiating the Glitch Identifying and Using Glitches in Video Games with Microtransactions
Popis výsledku v původním jazyce
The article explores the way a particular glitch is defined in video game culture and argues that the process of definition is in fact a negotiation between different groups of stakeholders. After a glitch is identified, the process of negotiation among the players, press and developers continues. The use of a glitch also has to be defined and interpreted. In this article, I take a closer look at glitches that interact with microtransactions in full-price video game titles, using examples from two games published by EA: Mass Effect 3 and Dead Space 3. While players of both games used glitches to bypass the microtransactions, fan and press reactions to these two cases of glitch exploitation were significantly different. While nearly no one questioned Mass Effect 3's missile glitch to be a cheat of sorts, the infinite respawn glitch from Dead Space 3 was subject to many discussions regarding its nature as a glitch or a feature. This article analyzes the discourse of glitch discussions and offers explanations as to why the two cases have differed so radically.
Název v anglickém jazyce
Negotiating the Glitch Identifying and Using Glitches in Video Games with Microtransactions
Popis výsledku anglicky
The article explores the way a particular glitch is defined in video game culture and argues that the process of definition is in fact a negotiation between different groups of stakeholders. After a glitch is identified, the process of negotiation among the players, press and developers continues. The use of a glitch also has to be defined and interpreted. In this article, I take a closer look at glitches that interact with microtransactions in full-price video game titles, using examples from two games published by EA: Mass Effect 3 and Dead Space 3. While players of both games used glitches to bypass the microtransactions, fan and press reactions to these two cases of glitch exploitation were significantly different. While nearly no one questioned Mass Effect 3's missile glitch to be a cheat of sorts, the infinite respawn glitch from Dead Space 3 was subject to many discussions regarding its nature as a glitch or a feature. This article analyzes the discourse of glitch discussions and offers explanations as to why the two cases have differed so radically.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
AJ - Písemnictví, mas–media, audiovize
OECD FORD obor
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Návaznosti výsledku
Projekt
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Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2015
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
New Perspectives in Game Studies: Proceedings of the Central and Eastern European Game Studies Conference
ISBN
978-80-210-8045-4
ISSN
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e-ISSN
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Počet stran výsledku
16
Strana od-do
55-70
Název nakladatele
Masaryk University
Místo vydání
Brno
Místo konání akce
Brno
Datum konání akce
10. 10. 2014
Typ akce podle státní příslušnosti
EUR - Evropská akce
Kód UT WoS článku
000380507400005