The Social Text as Digital Gamespace; or, what I learned from playing Spore

paper
Authorship
  1. 1. Steven E. Jones

    Loyola University, Chicago

Work text
This plain text was ingested for the purpose of full-text search, not to preserve original formatting or readability. For the most complete copy, refer to the original conference program.

The meaning of video games is in their playing, in
performance, which involves searching for signs
of intelligence—human and machine-mediated—with
which to collaborate or compete in making meanings.
This happens in textual interpretation of all kinds, but the
process is foregrounded and dramatized in video games
in ways that make them useful models for textual scholarship,
editing, and interpretation, considered in terms
of scholarly content management systems or socially
networked knowledge sites. For example: what I learned
from playing Will Wright’s sim-everything game, Spore,
is the importance of building asynchronous “pollination”
systems that encourage complex improvisation by way
of feedback loops, afford the search for and collaboration
with others (via their creations), the continual re-editing
of shared materials, and preserve, track, and allow
for the analysis of multiple individual edits.

If this content appears in violation of your intellectual property rights, or you see errors or omissions, please reach out to Scott B. Weingart to discuss removing or amending the materials.

Conference Info

Complete

ADHO - 2009

Hosted at University of Maryland, College Park

College Park, Maryland, United States

June 20, 2009 - June 25, 2009

176 works by 303 authors indexed

Series: ADHO (4)

Organizers: ADHO

Tags
  • Keywords: None
  • Language: English
  • Topics: None