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Exporting wars: Literature theory and how it explains the video game industry
KTH, School of Industrial Engineering and Management (ITM), Industrial Economics and Management (Dept.).
2007 (English)In: 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007, 2007, 664-671 p.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
2007. 664-671 p.
Keyword [en]
Cultural industries, Culture economics, Ludology, Narratology, Video game industry
National Category
Social Sciences Interdisciplinary
Identifiers
URN: urn:nbn:se:kth:diva-154639Scopus ID: 2-s2.0-84873375019OAI: oai:DiVA.org:kth-154639DiVA: diva2:758770
Conference
3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007, 24 September 2007 through 28 September 2007, Tokyo, Japan
Note

QC 20141028

Available from: 2014-10-28 Created: 2014-10-27 Last updated: 2014-10-28Bibliographically approved

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  • apa
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Output format
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