Felan Parker
Biographic Data
| ID | 3750815 |
|---|---|
| NAME | Felan Parker |
| GIVEN NAMES | Felan |
| FAMILY NAME | Parker |
| SIGNATURE | PARKER F |
| AFFILIATIONS | Concordia University |
| ORCID | 0000-0003-2097-4956 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 30 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 3 |
From Comic-Con to Amazon
San Diego Comic-Con is North America's premiere fan convention and a key site for mediating between media industries and fandom. In 2020, the COVID-19 pandemic forced Comic-Con to abruptly move its programming onto an array of digital platforms in an apparent "platformization" of the con. Informed by research on fan conventions, media industries, and the platformization of cultural production, this analysis of the online convention argues that Co…
Streaming ambivalence
Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like Fortnite and League of Legends owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independ…
The Missing Producer
This article draws on over 60 interviews and 120 surveys with indie game developers to illustrate relational labour and entrepreneurship practices in cultural industries and their relationship to 'good work'. We first outline the changing organization of games work, the shift towards so-called indie production, and the associated rejection of creatively constrained, hierarchically managed production models. In the move towards small-scale games m…
Canadian Indie Games Between the Global and the Local
Background Independent or “indie” games play a significant role in the contemporary game industry, and Canada is home to several prominent hubs of indie gaming activity. Analysis Drawing on 34 interviews with developers and community organizers across the country, this article examines how Canadian indie game developers construct their identities and communities on three levels: global, national, and local. Conclusions and Implications While onli…
Megabooth
This article considers the history, practices and impact of the Indie Megabooth and its founders in terms of their role as a 'cultural intermediary' in promoting and supporting independent or 'indie' game development. The Megabooth is a crucial broker, gatekeeper and orchestrator of not only perceptions of and markets for indie games but also the socio-material possibility of indie game making itself. In its highly publicized outward-facing role,…
Canonizing Bioshock
The critically and commercially successful first-person shooter Bioshock is widely considered to be one of the greatest digital games of all time. This article traces its canonization by critically examining its marketing and popular reception as a blockbuster "prestige game" that demonstrates the aesthetic potential of games as a medium. In particular, far-reaching discussions of the relationship between narrative and gameplay mechanics in Biosh…
The Missing Producer
This article draws on over 60 interviews and 120 surveys with indie game developers to illustrate relational labour and entrepreneurship practices in cultural industries and their relationship to 'good work'. We first outline the changing organization of games work, the shift towards so-called indie production, and the associated rejection of creatively constrained, hierarchically managed production models. In the move towards small-scale games m…
Megabooth
This article considers the history, practices and impact of the Indie Megabooth and its founders in terms of their role as a 'cultural intermediary' in promoting and supporting independent or 'indie' game development. The Megabooth is a crucial broker, gatekeeper and orchestrator of not only perceptions of and markets for indie games but also the socio-material possibility of indie game making itself. In its highly publicized outward-facing role,…
Canonizing Bioshock
The critically and commercially successful first-person shooter Bioshock is widely considered to be one of the greatest digital games of all time. This article traces its canonization by critically examining its marketing and popular reception as a blockbuster "prestige game" that demonstrates the aesthetic potential of games as a medium. In particular, far-reaching discussions of the relationship between narrative and gameplay mechanics in Biosh…
From Comic-Con to Amazon
San Diego Comic-Con is North America's premiere fan convention and a key site for mediating between media industries and fandom. In 2020, the COVID-19 pandemic forced Comic-Con to abruptly move its programming onto an array of digital platforms in an apparent "platformization" of the con. Informed by research on fan conventions, media industries, and the platformization of cultural production, this analysis of the online convention argues that Co…
Canadian Indie Games Between the Global and the Local
Background Independent or “indie” games play a significant role in the contemporary game industry, and Canada is home to several prominent hubs of indie gaming activity. Analysis Drawing on 34 interviews with developers and community organizers across the country, this article examines how Canadian indie game developers construct their identities and communities on three levels: global, national, and local. Conclusions and Implications While onli…
Megabooth
This article considers the history, practices and impact of the Indie Megabooth and its founders in terms of their role as a 'cultural intermediary' in promoting and supporting independent or 'indie' game development. The Megabooth is a crucial broker, gatekeeper and orchestrator of not only perceptions of and markets for indie games but also the socio-material possibility of indie game making itself. In its highly publicized outward-facing role,…
Canonizing Bioshock
The critically and commercially successful first-person shooter Bioshock is widely considered to be one of the greatest digital games of all time. This article traces its canonization by critically examining its marketing and popular reception as a blockbuster "prestige game" that demonstrates the aesthetic potential of games as a medium. In particular, far-reaching discussions of the relationship between narrative and gameplay mechanics in Biosh…
The Missing Producer
This article draws on over 60 interviews and 120 surveys with indie game developers to illustrate relational labour and entrepreneurship practices in cultural industries and their relationship to 'good work'. We first outline the changing organization of games work, the shift towards so-called indie production, and the associated rejection of creatively constrained, hierarchically managed production models. In the move towards small-scale games m…
Streaming ambivalence
Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like Fortnite and League of Legends owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independ…
From Comic-Con to Amazon
San Diego Comic-Con is North America's premiere fan convention and a key site for mediating between media industries and fandom. In 2020, the COVID-19 pandemic forced Comic-Con to abruptly move its programming onto an array of digital platforms in an apparent "platformization" of the con. Informed by research on fan conventions, media industries, and the platformization of cultural production, this analysis of the online convention argues that Co…
Digital Games and Media (6 works) · Media studies (6 works) · Sociology (6 works) · Indie film (4 works) · Political science (4 works) · Business (3 works) · Computer Science (3 works) · Cultural Industries and Urban Development (3 works) · Marketing (3 works) · Open Source Software Innovations (3 works)