Sal Humphrey
Biographic Data
| ID | 3693190 |
|---|---|
| NAME | Sal Humphrey |
| GIVEN NAMES | Sal |
| FAMILY NAME | Humphrey |
| SIGNATURE | HUMPHREY S |
| VERIFIED | No |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 7 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2019 |
| H-INDEX | 2 |
On Being a Feminist in Games Studies
This article is an exploration of the importance of feminist analysis and researcher reflexivity in the context of a field where gender inequality is widespread--in games, in the games industry, in the dominant voices in games journalism, games communities, and in games research. Using a framework of intersectionality to understand how the concept of marginality is deployed within this area is important for understanding how power is exerted. Rec…
Data retention, journalist freedoms and whistleblowers
As members of the 'fourth estate', journalists have enjoyed certain limited protections for themselves and their sources under the laws of various countries. These protections are now uniquely challenged in the context of metadata retention and enhanced surveillance and national security protections. This article examines the recent changes to laws in Australia and the position of journalists as investigative watchdogs. It considers the nature of…
The Lawless Frontier of Deep Space: Code as Law in EVE Online
This article explores the concepts of player agency with respect to governance and regulation of online games. It considers the unique example of the Council of Stellar Management in EVE Online, and explores the multifaceted role performed by players involved in that Council. In particular, it considers the interaction between code, rules, contracts, and play with respect to EVE Online. This is used as a means to better understand the relations o…
Discursive Constructions of MMOGs and Some Implications for Policy and Regulation
This paper examines how the production of interactive, co-creative software such as multiplayer online games differs from conventional media production, and how stakeholders employ different discursive constructions to understand those environments. The convergence of forms and functions, and the emergence of new structures that cross pre-existent regulatory and policy boundaries, mean that the discourses adopted to describe these environments an…
Computer Games: Co-Creation and Regulation
This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classifica…
Fan-Based Production for Computer Games: User-Led Innovation, the 'Drift of Value' and Intellectual Property Rights
Fan-based or third party content creation has assumed an integral place in the multi-million dollar computer games industry. The emerging production ecology that involves new kinds of distributed organisations and ad hoc networks epitomises the 'drift of value' from producer to consumer and allows us to understand how user-led innovation influences the creative industries. But the ability to control intellectual property rights in content product…
On Being a Feminist in Games Studies
This article is an exploration of the importance of feminist analysis and researcher reflexivity in the context of a field where gender inequality is widespread--in games, in the games industry, in the dominant voices in games journalism, games communities, and in games research. Using a framework of intersectionality to understand how the concept of marginality is deployed within this area is important for understanding how power is exerted. Rec…
Fan-Based Production for Computer Games: User-Led Innovation, the 'Drift of Value' and Intellectual Property Rights
Fan-based or third party content creation has assumed an integral place in the multi-million dollar computer games industry. The emerging production ecology that involves new kinds of distributed organisations and ad hoc networks epitomises the 'drift of value' from producer to consumer and allows us to understand how user-led innovation influences the creative industries. But the ability to control intellectual property rights in content product…
The Lawless Frontier of Deep Space: Code as Law in EVE Online
This article explores the concepts of player agency with respect to governance and regulation of online games. It considers the unique example of the Council of Stellar Management in EVE Online, and explores the multifaceted role performed by players involved in that Council. In particular, it considers the interaction between code, rules, contracts, and play with respect to EVE Online. This is used as a means to better understand the relations o…
Fan-Based Production for Computer Games: User-Led Innovation, the 'Drift of Value' and Intellectual Property Rights
Fan-based or third party content creation has assumed an integral place in the multi-million dollar computer games industry. The emerging production ecology that involves new kinds of distributed organisations and ad hoc networks epitomises the 'drift of value' from producer to consumer and allows us to understand how user-led innovation influences the creative industries. But the ability to control intellectual property rights in content product…
Discursive Constructions of MMOGs and Some Implications for Policy and Regulation
This paper examines how the production of interactive, co-creative software such as multiplayer online games differs from conventional media production, and how stakeholders employ different discursive constructions to understand those environments. The convergence of forms and functions, and the emergence of new structures that cross pre-existent regulatory and policy boundaries, mean that the discourses adopted to describe these environments an…
Computer Games: Co-Creation and Regulation
This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classifica…
The Lawless Frontier of Deep Space: Code as Law in EVE Online
This article explores the concepts of player agency with respect to governance and regulation of online games. It considers the unique example of the Council of Stellar Management in EVE Online, and explores the multifaceted role performed by players involved in that Council. In particular, it considers the interaction between code, rules, contracts, and play with respect to EVE Online. This is used as a means to better understand the relations o…
Data retention, journalist freedoms and whistleblowers
As members of the 'fourth estate', journalists have enjoyed certain limited protections for themselves and their sources under the laws of various countries. These protections are now uniquely challenged in the context of metadata retention and enhanced surveillance and national security protections. This article examines the recent changes to laws in Australia and the position of journalists as investigative watchdogs. It considers the nature of…
On Being a Feminist in Games Studies
This article is an exploration of the importance of feminist analysis and researcher reflexivity in the context of a field where gender inequality is widespread--in games, in the games industry, in the dominant voices in games journalism, games communities, and in games research. Using a framework of intersectionality to understand how the concept of marginality is deployed within this area is important for understanding how power is exerted. Rec…
Digital Games and Media (5 works) · Computer Science (4 works) · Law (4 works) · Political science (4 works) · Sociology (4 works) · Economics (3 works) · Media studies (3 works) · Project commissioning (3 works) · Publishing (3 works) · Computer security (2 works)