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Content strategies of the future: Between games and Stories - Crossroads for the video game industry
KTH, Skolan för industriell teknik och management (ITM), Industriell ekonomi och organisation (Inst.), Industriell ekonomi och organisation (Avd.) (stängd 20130101).
2008 (engelsk)Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

The video game industry is the combination of two worlds: technology (IT) and show-biz/media/cultural industries. This paper explores this tension by exposing the shortcomings of the culture economics perspective and its lack of understanding for the unique characteristics of the video game medium, thus subsequently proposing a deeper analysis of the medium by turning to literary theoretical perspectives on games, such as ludology and narratology. Due the lack of technological dimensions in its theoretical framework, narratology is deemed less fruitful as an analytical tool and ludology is preferred. Ludology, with Espen Aarseth's cybertext theory elucidates aspects of "interactivity ", author-medium-reader power relations and the mechanical organization of textual machines, which provides perspectives on practice in the video game industry.

sted, utgiver, år, opplag, sider
2008. s. 420-426
Serie
Proceedings - 3rd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2008
Emneord [en]
Cultural industries, Culture economics, Ludology, Narratology, Video game industry, Industry, Game theory
HSV kategori
Identifikatorer
URN: urn:nbn:se:kth:diva-154125DOI: 10.1145/1413634.1413708Scopus ID: 2-s2.0-62849103611ISBN: 9781605582481 (tryckt)OAI: oai:DiVA.org:kth-154125DiVA, id: diva2:757532
Konferanse
3rd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2008; Athens; Greece; 10 September 2008 through 12 September 2008
Merknad

QC 20141022

Tilgjengelig fra: 2014-10-22 Laget: 2014-10-14 Sist oppdatert: 2018-01-11bibliografisk kontrollert

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Totalt: 1052 treff
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