Abstract
In this article, I will introduce how and why a group of female game modders (or "skinners") modify the computer game The Sims 2. I will draw on examples of players' creations that represent aspects of their Finnish cultural context to illustrate a connection between the game's encouragement for being productive and for understanding skinning as a form of play.
Original language | English |
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Pages (from-to) | 58-67 |
Number of pages | 10 |
Journal | Television and New Media |
Volume | 15 |
Issue number | 1 |
DOIs | |
Publication status | Published - 1 Jan 2014 |
Keywords
- Computer games
- Gender
- Identity
- New media
- Participation
- Popular culture
ASJC Scopus subject areas
- Cultural Studies
- Visual Arts and Performing Arts