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 |
|---|---|
| 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