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Performing the Social Text

Datos Bibliográficos

ID3850144
AutoresSophie Elisabeth Jones (0000-0002-7296-9596, autor de correspondencia), Steven E Jones
Año2011
Volumen17
Número2
Páginas283-291
Fecha de publicación2011-04-01
Open AccessNo
TipoARTICLE
RevistaCommon Knowledge (JOURNAL)
Identificadores de la revistaISSN: 0961-754X • E-ISSN: 1538-4578
EditorialDuke University Press (PUBLISHER • US)
DOI10.1215/0961754x-1187977
OpenAlexW2083262647
IdiomaEN

This article continues from where the author's 2008 book The Meaning of Video Games concluded and concerns what he learned from playing the simulation game Spore by Sims-creator Will Wright, especially the extent to which a social-network model had become during the development process the infrastructural backbone of the game. Spore's approach to the problem of building an asynchronous content-creation and content-sharing system aligned the video game with the most important trends in text-based digital humanities scholarship today. Thus this article compares video games and digital texts, not in terms of their supposedly shared narrative content (not in terms of their content at all) but, rather, formally-in terms of how they model complex systems, how both video games and digital-text environments work by creating networked environments for the production, reproduction, transmission, and reception (indeed for the continual reediting) of their respective content-objects. Both texts and video games are systems, with their own special affordances and constraints, that provide both "spores" and "spurs," seeds and provocations, prompts for new performances of meaning

Affordance · Art · Content creation · Digital content · Epistemology · Game mechanics · Human–computer interaction · Literature · Multimedia · Narrative · Reproduction · Scholarship · Video game · Video game design · Computer Science · Digital Games and Media · Digital Humanities and Scholarship · Wikis in Education and Collaboration

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