2014
DOI: 10.1016/j.poetic.2014.02.001
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Amateurs online: Creativity in a community

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Cited by 19 publications
(13 citation statements)
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“…In contrast with most other videogame genres, these games employ a wholly or primarily textual interface modelled on the command line interface (CLI) of early computer terminals (see Figure 1, which depicts CLI-style gameplay in Zork I ). The commercial market for such videogames collapsed in the late 1980s (see Aarseth, 1997: 102; Montfort, 2005: 166–168), but they have since continued to be produced on a non-commercial or hobbyist basis by members of the IF community (see Van Dijk, 2014). It is difficult to estimate the current or former size of this community, although it is instructive to note that, at the time of data collection, the website from which quantitative data were collected had nearly 3000 registered accounts and held details on works of IF by something approaching 2300 developers.…”
Section: Sociohistorical Contextmentioning
confidence: 99%
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“…In contrast with most other videogame genres, these games employ a wholly or primarily textual interface modelled on the command line interface (CLI) of early computer terminals (see Figure 1, which depicts CLI-style gameplay in Zork I ). The commercial market for such videogames collapsed in the late 1980s (see Aarseth, 1997: 102; Montfort, 2005: 166–168), but they have since continued to be produced on a non-commercial or hobbyist basis by members of the IF community (see Van Dijk, 2014). It is difficult to estimate the current or former size of this community, although it is instructive to note that, at the time of data collection, the website from which quantitative data were collected had nearly 3000 registered accounts and held details on works of IF by something approaching 2300 developers.…”
Section: Sociohistorical Contextmentioning
confidence: 99%
“…Aarseth, 1997: 109, 127–128; Niesz and Holland, 1984: 122), and discourse within the IF community provides little or no support for the identification of IF with literature, electronic or otherwise. As Van Dijk observes, debates tend to frame works of IF as games, non-game references tend to be to genre fiction and to science fiction and fantasy movies rather than to works of literature, discussion of IF as literature is very limited, and discourse on the aesthetics of IF indicates that ‘the genre of commercial computer games is more relevant to many IF-developers and to the technical and narrative questions they deal with’ than is the genre of literary fiction (2014: 97–98). Moreover, members of the IF community typically refer to individual pieces of IF as ‘games’ and write of ‘playing’ IF (as quotations in this article will show).…”
Section: Sociohistorical Contextmentioning
confidence: 99%
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“…15 Más recientemente, otros autores hacen referencia a comunidades de creadores on line que generan escenas creativas (Fuster, 2011;van Dijk, 2014). Sin embargo, utilizar la noción de comunidad en un sentido sociológico del término es problemático: autores clásicos de la sociología como Tönnies (2002) señala que las comunidades están ligadas por lazos de interdependencia y afectividad.…”
Section: Política Y Sociedadunclassified