2 research outputs found
When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture
Game scenes: theorizing digital game audiences
This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience—enabling parallels to be drawn
with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research
(funded by the British Academy) into the everyday lives of gamers, this article suggests that the concept of ‘‘scene’’ (borrowed most notably from music fan studies) allows us to understand how gaming and game-related narratives are located within the ordinary and everyday lives of gamers but take on greater significance within certain
physical locations