Article:
Editorenspiele. Digitale Spielebaukästen als Anfang und Ende einer partizipatorischen Computerspielekultur

Author(s): Abend, Pablo

Abstract

Digital Games are part of convergence culture because their structure is open for co-creative practices. This generates special needs on the side of the computer game industry to manage and steer the relationship to its customers. The article focusses on the relationship between the game industry and its costumers as a form of cooperation. The starting point for this is a short archeology of so-called editor games, a specific computer game genre, in which the users are offered design possibilities within a relatively confined framework. The article continues by elaborating the limits and possibilities of co-creative practices afforded by the editor games and game editors in order to trace the changing material conditions of a participatory computer game culture. It shows that editor games and game editors act as mediators within a precarious relationship between the media industry and the consumers. The aim of this approach is to explore the role of editor games and game editors in initiating and maintaining cooperative relationships between the computer game industry and its customers.

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Preferred Citation
BibTex
Abend, Pablo: Editorenspiele. Digitale Spielebaukästen als Anfang und Ende einer partizipatorischen Computerspielekultur. In: Navigationen - Zeitschrift für Medien- und Kulturwissenschaften, Jg. 18 (2018), Nr. 2, S. 83-101. DOI: 10.25969/mediarep/3538.
@ARTICLE{Abend2018,
 author = {Abend, Pablo},
 title = {Editorenspiele. Digitale Spielebaukästen als Anfang und Ende einer partizipatorischen Computerspielekultur},
 year = 2018,
 doi = {10.25969/mediarep/3538},
 volume = 18,
 address = {Siegen},
 journal = {Navigationen - Zeitschrift für Medien- und Kulturwissenschaften},
 number = 2,
 pages = {83--101},
}
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The item has been published with the following license: Unter Urheberrechtsschutz