The collaborative creation of video games: a marriage for love?
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14230%2F15%3A00083137" target="_blank" >RIV/00216224:14230/15:00083137 - isvavai.cz</a>
Výsledek na webu
<a href="http://nms.sagepub.com/content/17/6/996" target="_blank" >http://nms.sagepub.com/content/17/6/996</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1177/1461444815574029" target="_blank" >10.1177/1461444815574029</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The collaborative creation of video games: a marriage for love?
Popis výsledku v původním jazyce
Play is social. However, the operation of play is often a physically solitary act (Brand, Lorentz, & Mathew, 2014, p. 18). Notwithstanding, the creation of the gaming experience is inherently social. Co-creating Videogames and Battlefields of Negotiation deal with the collective creation of this communal experience. With their entrance into classical museums, video games have achieved their long road toward legitimization as a leisure activity and a cultural object. Envisioned as a cultural object,video games are suddenly studied as such and, therefore, relationships among the actors of this creation are being analyzed. These books adopt a distinct standpoint about this topic. Reading Co-creating Videogames takes you behind the screen for an industry viewpoint, whereas Battlefields of Negotiation puts you in the shoes of a player of World of Warcraft (Blizzard, 2004).
Název v anglickém jazyce
The collaborative creation of video games: a marriage for love?
Popis výsledku anglicky
Play is social. However, the operation of play is often a physically solitary act (Brand, Lorentz, & Mathew, 2014, p. 18). Notwithstanding, the creation of the gaming experience is inherently social. Co-creating Videogames and Battlefields of Negotiation deal with the collective creation of this communal experience. With their entrance into classical museums, video games have achieved their long road toward legitimization as a leisure activity and a cultural object. Envisioned as a cultural object,video games are suddenly studied as such and, therefore, relationships among the actors of this creation are being analyzed. These books adopt a distinct standpoint about this topic. Reading Co-creating Videogames takes you behind the screen for an industry viewpoint, whereas Battlefields of Negotiation puts you in the shoes of a player of World of Warcraft (Blizzard, 2004).
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
AO - Sociologie, demografie
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 periodika
New Media & Society
ISSN
1461-4448
e-ISSN
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Svazek periodika
17
Číslo periodika v rámci svazku
6
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
7
Strana od-do
996-1002
Kód UT WoS článku
000354724700010
EID výsledku v databázi Scopus
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