Content strategies of the future: Between games and Stories - Crossroads for the video game industry
2008 (English)Conference paper (Refereed)
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.
, Proceedings - 3rd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2008
Cultural industries, Culture economics, Ludology, Narratology, Video game industry, Industry, Game theory
Other Computer and Information Science Social Sciences Interdisciplinary Cultural Studies
IdentifiersURN: urn:nbn:se:kth:diva-154125DOI: 10.1145/1413634.1413708ScopusID: 2-s2.0-62849103611ISBN: 9781605582481OAI: oai:DiVA.org:kth-154125DiVA: diva2:757532
3rd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2008; Athens; Greece; 10 September 2008 through 12 September 2008
QC 201410222014-10-222014-10-142014-10-22Bibliographically approved