메뉴 건너뛰기




Volumn 12, Issue 9, 2007, Pages

On modder labour, commodification of play, and mod competitions

Author keywords

[No Author keywords available]

Indexed keywords


EID: 34548702887     PISSN: 13960466     EISSN: None     Source Type: Journal    
DOI: 10.5210/fm.v12i9.2006     Document Type: Article
Times cited : (56)

References (28)
  • 3
    • 32944463957 scopus 로고    scopus 로고
    • Console video games and global corporations: Creating a hybrid culture
    • February, pp
    • Mia Consalvo, 2006. "Console video games and global corporations: Creating a hybrid culture," New Media and Society, volume 8, number 1 (February), pp. 117-137.
    • (2006) New Media and Society , vol.8 , Issue.1 , pp. 117-137
    • Consalvo, M.1
  • 4
    • 34548686190 scopus 로고    scopus 로고
    • The life of the Chinese gold farmer
    • 17 June, at, accessed 21 August
    • Julian Dibbell, 2007. "The life of the Chinese gold farmer," New York Times (17 June), at http://www.nytimes.com/2007/06/17/ magazine/17lootfarmers-t.html?ei=5090&en=1676d344608cb590&ex= 1339732800, accessed 21 August 2007.
    • (2007) New York Times
    • Dibbell, J.1
  • 5
    • 70149118851 scopus 로고    scopus 로고
    • Entertainment Software Association ESA, at, accessed 25 July
    • Entertainment Software Association (ESA), 2006. "ESA's 2006 essential facts about the computer and video game industry," at http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf, accessed 25 July 2007.
    • (2006) ESA's 2006 essential facts about the computer and video game industry
  • 8
    • 0000940510 scopus 로고
    • Signification, representation, ideology: Althusser and the post-structuralist debates
    • Stuart Hall, 1985. "Signification, representation, ideology: Althusser and the post-structuralist debates," Critical Studies in Mass Communication, volume 2, number 2, pp. 91-114.
    • (1985) Critical Studies in Mass Communication , vol.2 , Issue.2 , pp. 91-114
    • Hall, S.1
  • 9
    • 5044243749 scopus 로고
    • Working Papers in Cultural Studies, Birmingham: Centre for Contemporary Cultural Studies, University of Birmingham
    • Stuart Hall, 1974. "Marx's notes on method: A 'reading' of the '1857 Introduction'," Working Papers in Cultural Studies, volume 6. Birmingham: Centre for Contemporary Cultural Studies, University of Birmingham.
    • (1974) Marx's notes on method: A 'reading' of the '1857 Introduction , vol.6
    • Hall, S.1
  • 10
    • 5644238325 scopus 로고    scopus 로고
    • Edited by Gunzelin Schmid Noerr. Translated by Edmund Jephcott. Stanford, Calif, Stanford University Press
    • Max Horkheimer and Theodor Adorno, 2002. Dialectic of enlightenment: Philosophical fragments. Edited by Gunzelin Schmid Noerr. Translated by Edmund Jephcott. Stanford, Calif.: Stanford University Press.
    • (2002) Dialectic of enlightenment: Philosophical fragments
    • Horkheimer, M.1    Adorno, T.2
  • 11
    • 0001144435 scopus 로고
    • The story so far: And other transformations?
    • David Punter editor, London: Longman, pp
    • Richard Johnson, 1986. "The story so far: And other transformations?" In: David Punter (editor). Introduction to contemporary cultural studies. London: Longman, pp. 277-313.
    • (1986) Introduction to contemporary cultural studies , pp. 277-313
    • Johnson, R.1
  • 14
    • 34548667303 scopus 로고    scopus 로고
    • Precarious playbour: Modders and the digital games industry
    • at, accessed 25 July
    • Julian Kücklich, 2005. "Precarious playbour: Modders and the digital games industry," Fibreculture, number 5, at http://journal.fibreculture.org/issue5/kucklich.html, accessed 25 July 2007.
    • (2005) Fibreculture , Issue.5
    • Kücklich, J.1
  • 16
    • 27644499383 scopus 로고    scopus 로고
    • Leisure or labor? Fan ethnography and political economy
    • Ingunn Hagen and Janet Wasko editors, Cresskill, N.J, Hampton Press, pp
    • Eileen R. Meehan, 2000. "Leisure or labor? Fan ethnography and political economy," In: Ingunn Hagen and Janet Wasko (editors). Consuming audiences? Production and reception in media research. Cresskill, N.J.: Hampton Press, pp. 71-92.
    • (2000) Consuming audiences? Production and reception in media research , pp. 71-92
    • Meehan, E.R.1
  • 18
    • 34548665581 scopus 로고    scopus 로고
    • David Nieborg, 2005. Am I mod or not? - An analysis of first person shooter modification culture, paper presented at Creative Gamers Seminar - Exploring Participatory Culture in Gaming, University of Tampere, Finland (14-15 January).
    • David Nieborg, 2005. "Am I mod or not? - An analysis of first person shooter modification culture," paper presented at Creative Gamers Seminar - Exploring Participatory Culture in Gaming, University of Tampere, Finland (14-15 January).
  • 19
    • 34547198455 scopus 로고    scopus 로고
    • Productive play: Game culture From the bottom up
    • Celia Pearce, 2006. "Productive play: Game culture From the bottom up," Games and Culture, volume 1, number 1, pp. 17-24.
    • (2006) Games and Culture , vol.1 , Issue.1 , pp. 17-24
    • Pearce, C.1
  • 20
    • 34548702101 scopus 로고    scopus 로고
    • A playful multitude? Mobilising and counter-mobilising immaterial game labour
    • number 5 at, accessed 25 July 2007
    • Greig de Peuter and Nick Dyer-Witheford, 2005. "A playful multitude? Mobilising and counter-mobilising immaterial game labour," Fibreculture, number 5 at http://journal.fibreculture.org/issue5/ depeuter_dyerwitheford.html, accessed 25 July 2007.
    • (2005) Fibreculture
    • de Peuter, G.1    Dyer-Witheford, N.2
  • 21
    • 85045161114 scopus 로고    scopus 로고
    • From Pong to Planet Quake: Post industrial transitions from leisure to work
    • Hector Postigo, 2003. "From Pong to Planet Quake: Post industrial transitions from leisure to work," Information, Communication and Society, volume 6, number 4, pp. 593-607.
    • (2003) Information, Communication and Society , vol.6 , Issue.4 , pp. 593-607
    • Postigo, H.1
  • 23
    • 34548699215 scopus 로고    scopus 로고
    • Olli Sotamaa, in press. When the game is not enough: Mapping the agency in computer game modder culture, to appear in Games and Culture.
    • Olli Sotamaa, in press. "When the game is not enough: Mapping the agency in computer game modder culture," to appear in Games and Culture.
  • 24
    • 34548687106 scopus 로고    scopus 로고
    • Creative user-centred design practices: Lessons from game cultures
    • Leslie Haddon, Enid Mante, Bartolomeo Sapio, Kari-Hans Kommonen, Leopoldina Fortunati and Annevi Kant editors, Berlin: Springer-Verlag, pp
    • Olli Sotamaa, 2005. "Creative user-centred design practices: Lessons from game cultures," In: Leslie Haddon, Enid Mante, Bartolomeo Sapio, Kari-Hans Kommonen, Leopoldina Fortunati and Annevi Kant (editors) Everyday innovators: Researching the role of users in shaping ICTs. Berlin: Springer-Verlag, pp. 104-116.
    • (2005) Everyday innovators: Researching the role of users in shaping ICTs , pp. 104-116
    • Sotamaa, O.1
  • 25
    • 84937335837 scopus 로고    scopus 로고
    • Serious leisure
    • Robert A. Stebbins, 2001. "Serious leisure," Society, volume 38, number 4, pp. 53-57.
    • (2001) Society , vol.38 , Issue.4 , pp. 53-57
    • Stebbins, R.A.1
  • 26
    • 34548693959 scopus 로고    scopus 로고
    • Mattias Svahn, 2006. Brainwashing is fun! A theoretical approach to why role-playing can work for advertising, propaganda and educational purposes, paper presented at Seminar on Playing Roles, University of Tampere (30-31 March).
    • Mattias Svahn, 2006. "Brainwashing is fun! A theoretical approach to why role-playing can work for advertising, propaganda and educational purposes," paper presented at Seminar on Playing Roles, University of Tampere (30-31 March).
  • 27
    • 35948964198 scopus 로고    scopus 로고
    • Free labor: Producing culture for the digital economy
    • Tiziana Terranova, 2000. "Free labor: Producing culture for the digital economy," Social Text, volume 18, number 2, pp. 33-58.
    • (2000) Social Text , vol.18 , Issue.2 , pp. 33-58
    • Terranova, T.1
  • 28
    • 33847731833 scopus 로고    scopus 로고
    • The labor of fun: How video games blur the boundaries of work and play
    • Nick Yee, 2006. "The labor of fun: How video games blur the boundaries of work and play," Games and Culture, volume 1, number 1, pp. 68-71.
    • (2006) Games and Culture , vol.1 , Issue.1 , pp. 68-71
    • Yee, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.