Abstract
The goal of this paper is to discuss one of the well-known and widely accepted characteristics of fandom, textual productivity, in relation to the productive practices surrounding computer games. The paper will show that the social and cultural aspects of computer game playing as well as games' structural and game-mechanical support for various forms of player participation give the traditional fan theories a slip. The paper aims to illustrate that it is not trouble-free to read certain players as fans just because their actions at first sight correspond to what we have usually considered as fandom. In addition, it suggests that we should look for new manifestations of fandom among players. The issues will be considered in part of the artificial division between the so-called (power/hardcore/pro) gamers and game fans. Examples are drawn specially from the productive practices within and beyond the games World of Warcraft and The Sims 2.
Original language | English |
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Title of host publication | 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 |
Pages | 377-385 |
Number of pages | 9 |
Publication status | Published - 1 Dec 2007 |
Externally published | Yes |
Event | 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 - Tokyo, Japan Duration: 24 Sept 2007 → 28 Sept 2007 |
Conference
Conference | 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 |
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Country/Territory | Japan |
City | Tokyo |
Period | 24/09/07 → 28/09/07 |
Keywords
- Co-production
- Computer games
- Fans
- Participation
- Power gamers
- Productivity
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design
- Human-Computer Interaction
- Software