Playing outside the box

transformative works and computer games as participatory culture

Orion Mavridou, Robin J. S. Sloan

Research output: Contribution to journalArticle

12 Downloads (Pure)

Abstract

The main purpose of this study is to examine the creative fan community as a paradigm of participatory culture, from a computer games perspective. A review of relevant literature is used to examine transformative works and the related subculture in its many diverse forms. The produced discussion seeks to respond to a number of questions, such as: What exactly constitutes transformative work, what is the legal status of such work, and how can it be improved? To what extent do transformative works constitute a part of the play experience and enjoyment of games? Does participation in associated creative activities influence, shape or redefine the aforementioned experience? Can transformative works be appreciated as valuable artistic pieces on their own merits, outside the communities in which they are produced? Does the existence of the transformative work benefit the wider gaming culture from an artistic, financial or other point of view?
Original languageEnglish
Pages (from-to)246-259
Number of pages14
JournalParticipations: Journal of Audience & Reception Studies
Volume10
Issue number2
Publication statusPublished - Nov 2013

Fingerprint

computer game
legal status
subculture
fan
community
experience
paradigm
participation

Cite this

@article{6fdf292f0abd45af8950103424aa8dfe,
title = "Playing outside the box: transformative works and computer games as participatory culture",
abstract = "The main purpose of this study is to examine the creative fan community as a paradigm of participatory culture, from a computer games perspective. A review of relevant literature is used to examine transformative works and the related subculture in its many diverse forms. The produced discussion seeks to respond to a number of questions, such as: What exactly constitutes transformative work, what is the legal status of such work, and how can it be improved? To what extent do transformative works constitute a part of the play experience and enjoyment of games? Does participation in associated creative activities influence, shape or redefine the aforementioned experience? Can transformative works be appreciated as valuable artistic pieces on their own merits, outside the communities in which they are produced? Does the existence of the transformative work benefit the wider gaming culture from an artistic, financial or other point of view?",
author = "Orion Mavridou and Sloan, {Robin J. S.}",
year = "2013",
month = "11",
language = "English",
volume = "10",
pages = "246--259",
journal = "Participations: Journal of Audience & Reception Studies",
issn = "1749-8716",
number = "2",

}

Playing outside the box : transformative works and computer games as participatory culture. / Mavridou, Orion; Sloan, Robin J. S.

In: Participations: Journal of Audience & Reception Studies, Vol. 10, No. 2, 11.2013, p. 246-259.

Research output: Contribution to journalArticle

TY - JOUR

T1 - Playing outside the box

T2 - transformative works and computer games as participatory culture

AU - Mavridou, Orion

AU - Sloan, Robin J. S.

PY - 2013/11

Y1 - 2013/11

N2 - The main purpose of this study is to examine the creative fan community as a paradigm of participatory culture, from a computer games perspective. A review of relevant literature is used to examine transformative works and the related subculture in its many diverse forms. The produced discussion seeks to respond to a number of questions, such as: What exactly constitutes transformative work, what is the legal status of such work, and how can it be improved? To what extent do transformative works constitute a part of the play experience and enjoyment of games? Does participation in associated creative activities influence, shape or redefine the aforementioned experience? Can transformative works be appreciated as valuable artistic pieces on their own merits, outside the communities in which they are produced? Does the existence of the transformative work benefit the wider gaming culture from an artistic, financial or other point of view?

AB - The main purpose of this study is to examine the creative fan community as a paradigm of participatory culture, from a computer games perspective. A review of relevant literature is used to examine transformative works and the related subculture in its many diverse forms. The produced discussion seeks to respond to a number of questions, such as: What exactly constitutes transformative work, what is the legal status of such work, and how can it be improved? To what extent do transformative works constitute a part of the play experience and enjoyment of games? Does participation in associated creative activities influence, shape or redefine the aforementioned experience? Can transformative works be appreciated as valuable artistic pieces on their own merits, outside the communities in which they are produced? Does the existence of the transformative work benefit the wider gaming culture from an artistic, financial or other point of view?

M3 - Article

VL - 10

SP - 246

EP - 259

JO - Participations: Journal of Audience & Reception Studies

JF - Participations: Journal of Audience & Reception Studies

SN - 1749-8716

IS - 2

ER -