Gameplay as Design: Uses of computer player's immaterial labour

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Standard

Gameplay as Design : Uses of computer player's immaterial labour. / Sandvik, Kjetil; Arvidsson, Adam Erik.

I: Nordic Journal of Media Studies, Bind 5, 2007, s. 89-104.

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningfagfællebedømt

Harvard

Sandvik, K & Arvidsson, AE 2007, 'Gameplay as Design: Uses of computer player's immaterial labour', Nordic Journal of Media Studies, bind 5, s. 89-104. https://doi.org/10.1386/nl.5.1.89_1

APA

Sandvik, K., & Arvidsson, A. E. (2007). Gameplay as Design: Uses of computer player's immaterial labour. Nordic Journal of Media Studies, 5, 89-104. https://doi.org/10.1386/nl.5.1.89_1

Vancouver

Sandvik K, Arvidsson AE. Gameplay as Design: Uses of computer player's immaterial labour. Nordic Journal of Media Studies. 2007;5:89-104. https://doi.org/10.1386/nl.5.1.89_1

Author

Sandvik, Kjetil ; Arvidsson, Adam Erik. / Gameplay as Design : Uses of computer player's immaterial labour. I: Nordic Journal of Media Studies. 2007 ; Bind 5. s. 89-104.

Bibtex

@article{75aa1e60f6de11dfb6d2000ea68e967b,
title = "Gameplay as Design: Uses of computer player's immaterial labour",
abstract = "The primary mode of reception in computer games is play. This implies that the agency performed by computer players does not limit itself to the process of reading, but is constituted by a creative enactment of the structures of interactive actions and events inherent in the game. As such gameplay may be regarded as a kind of (unpaid) immaterial labour, implying players' socialization, creativity and a general intellect, that is the ability to appropriate and rework the computer game as a work of culture. This article investigates the immaterial labour of computer players and discusses how this is being put to work by the game industry at different levels - as means of producing fascinating game experiences and by means of including player agency as a productive force in game design processes - thus connecting it to the economy of computer game production.",
keywords = "Faculty of Humanities, computerspil, oplevelses{\o}konomi, brugerdrevet innovation, computer games, experience economy, user centered innovation",
author = "Kjetil Sandvik and Arvidsson, {Adam Erik}",
year = "2007",
doi = "10.1386/nl.5.1.89_1",
language = "English",
volume = "5",
pages = "89--104",
journal = "Nordic Journal of Media Studies",
issn = "1601-829X",
publisher = "Nordicom",

}

RIS

TY - JOUR

T1 - Gameplay as Design

T2 - Uses of computer player's immaterial labour

AU - Sandvik, Kjetil

AU - Arvidsson, Adam Erik

PY - 2007

Y1 - 2007

N2 - The primary mode of reception in computer games is play. This implies that the agency performed by computer players does not limit itself to the process of reading, but is constituted by a creative enactment of the structures of interactive actions and events inherent in the game. As such gameplay may be regarded as a kind of (unpaid) immaterial labour, implying players' socialization, creativity and a general intellect, that is the ability to appropriate and rework the computer game as a work of culture. This article investigates the immaterial labour of computer players and discusses how this is being put to work by the game industry at different levels - as means of producing fascinating game experiences and by means of including player agency as a productive force in game design processes - thus connecting it to the economy of computer game production.

AB - The primary mode of reception in computer games is play. This implies that the agency performed by computer players does not limit itself to the process of reading, but is constituted by a creative enactment of the structures of interactive actions and events inherent in the game. As such gameplay may be regarded as a kind of (unpaid) immaterial labour, implying players' socialization, creativity and a general intellect, that is the ability to appropriate and rework the computer game as a work of culture. This article investigates the immaterial labour of computer players and discusses how this is being put to work by the game industry at different levels - as means of producing fascinating game experiences and by means of including player agency as a productive force in game design processes - thus connecting it to the economy of computer game production.

KW - Faculty of Humanities

KW - computerspil

KW - oplevelsesøkonomi

KW - brugerdrevet innovation

KW - computer games

KW - experience economy

KW - user centered innovation

U2 - 10.1386/nl.5.1.89_1

DO - 10.1386/nl.5.1.89_1

M3 - Journal article

VL - 5

SP - 89

EP - 104

JO - Nordic Journal of Media Studies

JF - Nordic Journal of Media Studies

SN - 1601-829X

ER -

ID: 23321951