Videogames have rapidly changed people's behaviour, introducing new experiential relational and intellectual models. The relationship between content production and fruition is becoming increasingly tight, empowering gamers’ with influence on the game product itself, as it happened already for mainstream media. An example of such mixture of users and developers is the Global Game Jam (GGJ): an event in which aspiring game developers with different expertise, meet together in order to and prototype complete games over a limited time. Initally targeted to game developers only, GGJ has become a over the years a new collective ritual to strengthen practice communities and share videogame culture, open to the participation of more subjects even when qualified as simple players[1].
Participation at the Global Game Jam event: a bridge between consumer and producer worlds in digital entertainment.
SAMPUGNARO, ROSSANA;
2014-01-01
Abstract
Videogames have rapidly changed people's behaviour, introducing new experiential relational and intellectual models. The relationship between content production and fruition is becoming increasingly tight, empowering gamers’ with influence on the game product itself, as it happened already for mainstream media. An example of such mixture of users and developers is the Global Game Jam (GGJ): an event in which aspiring game developers with different expertise, meet together in order to and prototype complete games over a limited time. Initally targeted to game developers only, GGJ has become a over the years a new collective ritual to strengthen practice communities and share videogame culture, open to the participation of more subjects even when qualified as simple players[1].| File | Dimensione | Formato | |
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| GGJpaper_EN.pdf accesso aperto 
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| GAME_3_Subcultures_Sampugnaro_et-al.pdf accesso aperto 
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