Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile
[Games 2.0 as a Test of Socio-Cultural Perpetuum Mobile Construction]
Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content (eg, graphics, music, animations) makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability of Games 2.0 for social life, the concept of leisure as work in the new economy and creative non-material and the characteristics of "Generation C." Work stresses the need for discussion on trends in the development of video games - defined as a choice between the projects' of "socio-cultural ideology of perpetual motion" and "utopia of universal creativity." These approaches allow to identify the methodological basis for analysis of relations between the operators and users of Games 2.0, taking into account the wider social environment.
|Date of creation:||01 Oct 2008|
|Publication status:||Published in Homo communicativus 5.3(2008): pp. 177-187|
|Contact details of provider:|| Postal: Ludwigstraße 33, D-80539 Munich, Germany|
Web page: https://mpra.ub.uni-muenchen.de
More information through EDIRC
When requesting a correction, please mention this item's handle: RePEc:pra:mprapa:36099. See general information about how to correct material in RePEc.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: (Joachim Winter)
If references are entirely missing, you can add them using this form.