Abstract
Due to the growing power and versatility of home hardware and software, the participatory design and modification, or modding, of commercial video games has become increasingly common. This paper examines and defines emergent features, the tendency of modders to inject aspects of themselves in the game, to advertise their outside interests, and to increase the historical value of the game by dramatically altering previously unimportant game features. The production process for emergent features tends to generate multiple, equally viable user-modifications which often serve mutually exclusive purposes. The paper concludes with the educational implications of reciprocal innovation.
Original language | English |
---|---|
Pages | 362-368 |
Number of pages | 7 |
Publication status | Published - 1 Dec 2007 |
Event | 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 - Tokyo, Japan Duration: 24 Sep 2007 → 28 Sep 2007 |
Conference
Conference | 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 |
---|---|
Country/Territory | Japan |
City | Tokyo |
Period | 24/09/07 → 28/09/07 |
Keywords
- Collaborative design
- Emergent features
- New roles of the instructor & learner
- Reciprocal innovation