#5 Spieleentwicklung als Hobby zwischen Selbstausbeutung und Selbstverwirklichung
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Besprochener Text:
- Keogh, Brendan (2021): Hobbyist Game Making Between Self-Exploitation and Self- Emancipation. In: Sotamaa, Olli/Svelch, Jan (Hg.): Game Production Studies. Amsterdam University Press, S. 29-45
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Weitere Literatur:
- Anthropy, Anna (2012): Rise of the Videogame Zinesters. Seven Stories Press
- Banks, Mark (2007): The Politics of Cultural Work. Palgrave Macmillan
- Dyer-Witheford, Nick/de Peuter, Greig (2009): Games of Empire: Global Capitalism and Video Games. University of Minnesota Press
- Gelber, Steven (1999): Hobbies: Leisure and the Culture of Work in America. Columbia University Press
- Jenkins, Henry (2006): Convergence Culture: Where Old and New Media Collide. New York University Press
- Kerr, Aphra (2006): The Business and Culture of Digital Games: Gamework/Gameplay. Sage Publishing
- Kücklich, Julian (2005): Precarious Playbour: Modders and the Digital Games Industry. In: The Fibreculture Journal, Nr. 5
- Montfort, Nick/Bogost, Ian (2009): Racing the Beam: The Atari Video Computer System. Platform Studies. Cambridge, MA: MIT Press
- McRobbie, Angela (2016): Be Creative: Making a Living in the New Culture Industries. Polity Press
- Sotamaa, Olli/Švelch, Jan (2021): Introduction: Why Game Production Matters? In: Sotamaa, Olli/Svelch, Jan (Hg.): Game Production Studies. Amsterdam University Press, S.7-25
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Ludographie:
- Counter-Strike (2000 Valve/Sierra Entertainment)
- Defense of the Ancients (2003 IceFrog)
- Half-Life (1998 Valve/Sierra On-Line)
- Warcraft III: Reign of Chaos (2002 Blizzard Entertainment/Activision Blizzard)
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Kapitelmarken:
- 00:00:00 Intro & Vorstellung des Themas
- 00:03:35 Was sind die Game Production Studies?
- 00:11:54 Kreative Arbeit & Freizeit im weichen Kapitalismus
- 00:22:18 Geschichte des Hobbys & Spieleentwicklung als Hobby
- 00:32:29 Informales Spielemachen: Selbstausbeutung oder Selbstverwirklichung?
- 00:39:41 Fazit & abschließende Überlegungen
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