Gameplay as Design: Uses of computer player's immaterial labour
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Gameplay as Design : Uses of computer player's immaterial labour. / Sandvik, Kjetil; Arvidsson, Adam Erik.
In: Nordic Journal of Media Studies, Vol. 5, 2007, p. 89-104.Research output: Contribution to journal › Journal article › Research › peer-review
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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