2013
DOI: 10.1177/1461444813480095
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Becoming an ideal co-creator: Web materiality and intensive laboring practices in game modding

Abstract: This article focuses on the concept of labor in co-creation, arguing that its definition needs to be expanded to include a process of intensity. Intensity foregrounds the different degrees in which participants involve themselves in a craft, and also the elements of time, effort, and affectivity. Using game modification as a case study, the article analyzes how automated, computerized systems of evaluations, embedded into webpages, can create grounds for a self-understanding of productive abilities. Maneuverin… Show more

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Cited by 22 publications
(31 citation statements)
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“…Our findings illustrate the difficulty of maintaining such an alignment and what a sudden misalignment in the form of a brand transgression means for marketers. Bioware had extensively used co-creation in developing the Mass Effect brand, yielding financial benefits for the firm as well as stronger brand relationships for consumers (Hong & Chen, 2013). Our analysis showed that a brand transgression and the ensuing communal coping process can significantly alter the dynamics of established co-creative practices between a marketer and a brand community.…”
Section: Discussionmentioning
confidence: 88%
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“…Our findings illustrate the difficulty of maintaining such an alignment and what a sudden misalignment in the form of a brand transgression means for marketers. Bioware had extensively used co-creation in developing the Mass Effect brand, yielding financial benefits for the firm as well as stronger brand relationships for consumers (Hong & Chen, 2013). Our analysis showed that a brand transgression and the ensuing communal coping process can significantly alter the dynamics of established co-creative practices between a marketer and a brand community.…”
Section: Discussionmentioning
confidence: 88%
“…Previous netnographic work has used gaming contexts to study communal brand relations where co-creation plays a major role (Cova & White, 2010;Hong & Chen, 2013). In line with this work, we investigated the disappointment and conflict surrounding the final installment of Bioware's popular video game trilogy Mass Effect (ME, 2007(ME, -2013.…”
Section: Context and Methodsmentioning
confidence: 97%
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“…A notable example would be the body of work concerning the activity of modding (i.e. modifying) published video game content (Davidovici-Nora, 2009;Hong R and Hsueh-Hua Chen, 2013;Kücklich, 2005;Poor, 2013;Postigo, 2003Postigo, , 2007Postigo, , 2008Sotamaa, 2010;Targett et al, 2012;Taylor 2006b).…”
Section: Contexts: Players Production Participationmentioning
confidence: 99%
“…Modding a computer game entails persons, other than the creators ordevelopers of the game, making changes to the mechanics of game play, changing or adding new levels, content and rewards, and even entirely new versions of the game (Hong and Chen 2013). The essence of the game modification or "mod" is that it is the result of activity by outside parties, even though the separation of users from developers/creators is not always clear-cut, and user/creator overlap is itself the object of ongoing debate and research.…”
Section: Profit or Pleasure?mentioning
confidence: 99%