Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Content strategies of the future: Between games and Stories - Crossroads for the video game industry
KTH, School of Industrial Engineering and Management (ITM), Industrial Economics and Management (Dept.), Industrial Economics and Management (Div.) (closed (20130101).
2008 (English)Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
2008. 420-426 p.
Series
Proceedings - 3rd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2008
Keyword [en]
Cultural industries, Culture economics, Ludology, Narratology, Video game industry, Industry, Game theory
National Category
Other Computer and Information Science Social Sciences Interdisciplinary Cultural Studies
Identifiers
URN: urn:nbn:se:kth:diva-154125DOI: 10.1145/1413634.1413708Scopus ID: 2-s2.0-62849103611ISBN: 9781605582481 (print)OAI: oai:DiVA.org:kth-154125DiVA: diva2:757532
Conference
3rd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2008; Athens; Greece; 10 September 2008 through 12 September 2008
Note

QC 20141022

Available from: 2014-10-22 Created: 2014-10-14 Last updated: 2014-10-22Bibliographically approved

Open Access in DiVA

No full text

Other links

Publisher's full textScopus

Search in DiVA

By author/editor
Dymek, Mikolaj
By organisation
Industrial Economics and Management (Div.) (closed (20130101)
Other Computer and Information ScienceSocial Sciences InterdisciplinaryCultural Studies

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 32 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf