Stick empires montage 3 game9/12/2023 ![]() Dispelling the promises of " endless possibilities " (Nintendo, 2015) with which the game is marketed, this article argues instead that a player's creativity is oriented, limited, and influenced by the interface of the game (its possibilities, and impossibilities), the paratext supplied by Nintendo (advertising, user guide, and tutorials), the reception, as well as the appraisal of levels by the community of players within the closed social platform of the game. This paper explores how the creative expression of players is framed within Super Mario Maker (Nintendo, 2015). ![]() In conclusion, it is stated that the analyzed streaming platforms reflect the proliferating crowdsource trends in the video game industry, with forms of interacting with the product at various stages of its development cycle establishing new practices of talking in and about video games. The last section juxtaposes the initial findings with the perspective of changing viewership figures in relation to selected ludic properties of games. Afterwards, a reading of analyzed phenomena based on paratextual framework is proposed. In this article, the initial characterization of and is followed by an analysis on how the work of streamers as content creators can influence the reception of video games. The methodology of the research is based on Mia Consalvo’s take on paratextual frameworks and Veli-Matti Karhulahti’s notions of interview and play frames regarding the activity of video games streaming. ![]() The aim of this article is two-fold: first, to point out the possible research methods regarding online streaming services as mediums for video game criticism, and second, to assess the potential of these platforms for generating critical discourse about video games. This work concerns online streaming platforms centered on broadcasting video games-related content, such as and.
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