As a result of its unique characteristics as a technology and a medium, a computer game engages its players with several novel forms of coproductivity, such as modding, the making of machinima videos, and the writing of game play walkthroughs. Depending on the game, genre, and playing style, the player is either expected or encouraged to create game content and game-related texts of her own. This essay discusses the productive practices surrounding computer games, proposing five dimensions of player productivity: game play as productivity; productivity for play: instrumental productivity; productivity beyond play: expressive productivity; games as tools; and productivity as a part of game play.
http://eds.a.ebscohost.com/eds/detail?vid=3&sid=c1746639-c467-478a-9dc5-dbc102fea9b1%40sessionmgr4004&hid=4203&bdata=JkF1dGhUeXBlPXNoaWImc2l0ZT1lZHMtbGl2ZQ%3d%3d#db=hlh&AN=53380879
Engagement With Fandoms and Global Citizenship Identification
Two studies investigated the relationship between fan group participation and global
citizenship identification—self-identifying as a member of a global community with a
sense of responsibility to act toward the betterment of that global community.
http://eds.a.ebscohost.com/eds/detail?vid=5&sid=c1746639-c467-478a-9dc5-dbc102fea9b1%40sessionmgr4004&hid=4203&bdata=JkF1dGhUeXBlPXNoaWImc2l0ZT1lZHMtbGl2ZQ%3d%3d#db=pdh&AN=2013-32200-001
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