dc.contributor.author | Fiadotau, Mikhail | |
dc.date.accessioned | 2017-08-23T12:26:43Z | |
dc.date.available | 2017-08-23T12:26:43Z | |
dc.date.issued | 2016 | |
dc.identifier.issn | 2391-8551 | |
dc.identifier.uri | http://hdl.handle.net/11089/22427 | |
dc.description.abstract | Consumer-grade game engines such as Multimedia Fusion and RPG Maker have dramatically extended the reach of digital games as a medium. They have also spawned online communities, where conventions and canons of using these tools have evolved. These partly stem from the functional constraints of the game engines themselves and are institutionalized through manuals, examples, tutorials, and games made with them. However, some members of game engine communities actively seek to challenge these conventions by experimenting with the engines and finding ingenious ways to put them to unexpected uses. Such experiments can be regarded as a form of metacommentary on the engines’ capabilities and limitations. While arguably impractical and inefficient, they enrich the scope of what can be done with the engine and can contribute to its further development. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | Wydawnictwo Uniwersytetu Łódzkiego | en_GB |
dc.relation.ispartofseries | Replay. The Polish Journal of Game Studies;1 | |
dc.subject | game engine | en_GB |
dc.subject | game development | en_GB |
dc.subject | hobbyist games | en_GB |
dc.subject | participatory culture | en_GB |
dc.subject | platform studies | en_GB |
dc.subject | creativity | en_GB |
dc.subject | innovation | en_GB |
dc.subject | autoethnography | en_GB |
dc.title | Game Engine Conventions and Games that Challenge them: Subverting Conventions as Metacommentary | en_GB |
dc.type | Article | en_GB |
dc.rights.holder | © Copyright by Authors, Łódź 2016; © Copyright for this edition by Uniwersytet Łódzki, Łódź 2016 | en_GB |
dc.page.number | [47]-65 | |
dc.contributor.authorAffiliation | Tallinn University | |
dc.identifier.eissn | 2449-8394 | |
dc.references | Anderson, C. (2012). Makers: The New Industrial Revolution. New York: Crown Business. | en_GB |
dc.references | Bogost, I. (2008). Unit Operations : An Approach to Videogame Criticism. Cambridge, MA: The MIT Press. | en_GB |
dc.references | Bogost, I., Montfort, N. (2007). New Media as Material Constraint. An Introduction to Platform Studies. Electronic Techtonics: Thinking at the Interface. Proceedings of the First International HASTAC Conference, 176–193. | en_GB |
dc.references | Ellis, C. (2004). The ethnographic I: A methodological novel about autoethnography. New York: Altamira Press. | en_GB |
dc.references | Genette, G., Maclean, M. (1991). Introduction to the Paratext. New Literary History, 22(2), 261–272. | en_GB |
dc.references | Gershon, I. (2011). The Breakup 2.0: Disconnecting over New Media. Ithaca, NY: Cornell University Press. | en_GB |
dc.references | Hallam, E., Ingold, T. (2007). Creativity and Cultural Improvisation. Bloomsbury Academic. | en_GB |
dc.references | Haraway, Donna. (1991). A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century. In Simians, Cyborgs and Women: The Reinvention of Nature (pp. 149–181). New York: Routledge. | en_GB |
dc.references | Henri, F., Pudelko, B. (2003). Understanding and analysing activity and learning in virtual communities. Journal of Computer Assisted Learning, 19(4), 474–487. | en_GB |
dc.references | Hosfield, R. T. (2009). Modes of transmission and material culture patterns in craft skills. In Shennan, Stephen (Ed.), Pattern and Process in Cultural Evolution, 45–60. Berkeley: University of California Press. | en_GB |
dc.references | Huhtamo, E. (1995). Seeking Deeper Contact: Interactive Art as Metacommentary. Convergence: The International Journal of Research into New Media Technologies, 1(2), 81–104. | en_GB |
dc.references | Ingold, T. (2001). Beyond art and technology: the anthropology of skill. In M. B. Schiffer (Ed.), Anthropological perspectives on technology, pp. 17–31. Albuquerque: University of New Mexico Press. | en_GB |
dc.references | Jenkins, H. (2006). Fans, bloggers, and gamers: Exploring participatory culture. New York: NYU Press. | en_GB |
dc.references | McFedries, P. (2007). Technically speaking: the hobbyist renaissance. IEEE Spectrum, 44(6), 88. | en_GB |
dc.references | Rubin, F. (1974). The Lee Path Connection Algorithm. IEEE Transactions on Computers, C-23(9), 907–914. | en_GB |
dc.references | Schulte, C. (2013). Reflections on the Role of Programming in Primary and Secondary Computing Education. Proceedings of the 8th Workshop in Primary and Secondary Computing Education, 17–24. | en_GB |
dc.references | Short, N. P., Turner, L., Grant, A. (2013). Contemporary British Autoethnography. Rotterdam: Sense. | en_GB |
dc.references | Soroka, V., Rafaeli, S. (2006). Invisible Participants: How Cultural Capital Relates to Lurking Behavior. Proceedings of the 15th International Conference on World Wide Web, 163–172. | en_GB |
dc.references | Toffler, A. (1981). The Third Wave. New York: Bantam Books. | en_GB |
dc.references | Croshaw, B. (2005). 1213. [PC], Self-published. Retrieved from http://www.fullyramblomatic.com/1213. | en_GB |
dc.references | Croshaw, B. (2007). Trilby: The Art of Theft. [PC], Self-published. Retrieved from http://www.escapistmagazine.com/content/games/yahtzee/artoftheft. | en_GB |
dc.references | Fiadotau, M. (2006). Gde Dostat’ 300,000 Evro? (Where to Get €300,000?). [PC], Selfpublished. Retrieved from https://urq.plut.info/300000euro. | en_GB |
dc.references | Fiadotau, M. (2007). Eksperimenty Xlomidomanada (Xlomidomanad’s Experiments). [PC], Self-published. Retrieved from http://rilarhiv.ru/urq.htm. | en_GB |
dc.references | Fiadotau, M. (2007). Korporaciya Mysli (Thoughts Corporation). [PC], Self-published. Retrieved from https://urq.plut.info/corp. | en_GB |
dc.references | Janson, A., Kutnick, G., Strachan, A. et al. (1994). MegaZeux. [PC], Self-published. | en_GB |
dc.references | Potomac Computer Systems (1991). ZZT. [PC], Potomac Computer Systems. | en_GB |
dc.references | Vergilio, C. (NA). Dark Woods. [PC], Self-published. Retrieved from http://www.gamemakergames.com/archive/dark-woods-gm. | en_GB |
dc.contributor.authorEmail | fiadotau@tlu.ee | |
dc.identifier.doi | 10.18778/2391-8551.03.03 | |
dc.relation.volume | 3 | en_GB |