Skip to main content
Top

2020 | OriginalPaper | Chapter

Editor Games: Digital Construction Kits at the Beginning and End of a Participatory Gaming Culture

Author : Pablo Abend

Published in: Playful Participatory Practices

Publisher: Springer Fachmedien Wiesbaden

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Digital Games are a genuine part of convergence culture because their structure can become the subject of participatory practices. This generates special needs on the side of the computer game industry to manage and steer the relationship to its customers. The article focuses on this relationship between the game industry and its customers and outlines it as a form of cooperation. A short archeology of so-called editor games serves as a starting point. Editor games refers to a specific software genre, in which the users are offered design possibilities within a relatively confined framework. The article continues by elaborating the limits and possibilities of co-creative practices afforded by these software programs in order to trace the changing material conditions of a participatory computer game culture as a whole. It shows that editor games act as mediators within a precarious relationship between the media industry and the consumers. The aim of this approach is to explore the role of editor games in initiating and maintaining cooperative relationships between the computer game industry and its customers.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Footnotes
1
The concept of convergence is not used in the sense of media convergence, but in relation to the entanglement of the spheres of production and consumption. This facet of convergence is part of the participatory culture and includes practices by which consumers actively acquire and change content. See Postigo: “Video Game Appropriation through Modifications” (2008, p. 60).
 
2
“[M]eta-design, suggests to defer some design and participation until after the design project, and open up for use as design, design at use time or ‘design-after-design’” (Ehn 2008, p. 92).
 
3
See Au: “Triumph of the Mod” (2002). Co-creative players are accordingly referred to as “modders” and the artefacts resulting from the activity of modding are referred to as “mods”, short for modifications.
 
4
There is talk of 80% of all files. See Arakji and Lang (2007).
 
5
Shortly after the release of the first beta version, Valve bought the rights to Counter Strike and hired both hobby game designers as game developers.
 
6
For the genre of editor games see Abend and Beil (2016, 2017).
 
7
There were also listings of computer viruses. One of the first boot sector viruses for the Atari ST was allegedly spread via a listing in the German magazine Atari Spezial. Cf. http://​st-news.​com/​uvk-book/​the-book/​part-i-the-uvk-book/​history-of-viruses-on-atari-tos-computers/​.
 
8
A research in the archive of the Computerspielemuseum Berlin showed 35 titles for the period 1983–998, which can be assigned to this genre.
 
9
A common practice today is therefore to film built scenarios and share them on platforms, such as YouTube and Twitch, or to make their own creations available to others for playing within sharing infrastructures such as the PlayStation Network.
 
10
More general calls were found on the product packaging of other titles. On the back of Bill Budge’s Pinball Construction Set it said: “We’re an association of electronic artists who share a common goal. We want to fulfill the potential of personal computing. That’s a tall order. But with enough imagination and enthusiasm we think there’s a good chance for success. Our products like this program, are evidence of our intent. If you like to get involved, please write us at: Electronic Arts, 2755 Campus Drive, San Mateo, CA 94403.”.
 
12
This reading gives more weight to technological necessities and economic calculations than to the statements of individual game developers who state that they want to give their fans more power over the game design. For example, DOOM developer John Carmack talks about ID software wanting to turn the game into a “screen” to enable downstream, secondary production processes. See Poremba: “Patches of Peace” (2003, p. 4).
 
13
For example, the development studio Bohemia Interactive briefly attracted media attention after an anonymous user integrated units of the so-called Islamic state into the military simulation Arma 3 (2013). See Abend: “Greetings Arma fans. I submit to you this humble contribution to the mod-a-verse” (2016).
 
14
“Participatory culture in video games and among fans in general, because it appropriates commercial content, clashes against the “commodity culture” of the cultural industries that seek to control the form and flow of cultural goods” (Postigo 2007, p. 71).
 
15
The motto of LittleBigPlanet is “Play, Create, Share”.
 
16
The differences between the two titles must be highlighted at this point. Minecraft offers more possibilities for recombination and redesign. This results in an opening towards the wider modding scene with its own server infrastructure, supported by relatively stable networks, which has allowed longer-term communities of practice to develop, also because the software allows more far-reaching manipulations of the game world than those permitted in the game. In contrast, LittleBigPlanet is largely tied to the infrastructure provided by the operators.
 
17
Boluk and Lemieux (2017) propose the term “metagaming for perspective”: “Rather than collecting the artifacts and chronicling the history of videogames as if they were stable, static, separate objects, Metagaming attempts to uncover alternate histories of play defined not by code, commerce, and computation but by the diverse practices and material discontinuities that emerge between the human experience of playing videogames and their nonhuman operations” (p. 4).
 
Literature
go back to reference Abend, Pablo. 2016. Greetings Arma fans. I submit to you this humble contribution to the mod-a-verse. Modding as a critical appropriation practice for digital games. In Games and politics. An interactive exhibition of the Goethe-Institut in cooperation with the ZKM| center for art and media, ed. Goethe-Institut, 63–70. Munich: Goethe Institute. Abend, Pablo. 2016. Greetings Arma fans. I submit to you this humble contribution to the mod-a-verse. Modding as a critical appropriation practice for digital games. In Games and politics. An interactive exhibition of the Goethe-Institut in cooperation with the ZKM| center for art and media, ed. Goethe-Institut, 63–70. Munich: Goethe Institute.
go back to reference Abend, Pablo, and Benjamin Beil. 2016. Editors of play: The scripts and practices of co-creativity in minecraft and littlebigplanet. ToDIGRA 2 (3): 5–30.CrossRef Abend, Pablo, and Benjamin Beil. 2016. Editors of play: The scripts and practices of co-creativity in minecraft and littlebigplanet. ToDIGRA 2 (3): 5–30.CrossRef
go back to reference Abend, Pablo, and Benjamin Beil. 2017. Spielen in mediatisierten Welten—Editor-Games und der Wandel der zeitgenössischen Digitalkulturen. In Mediatisierung als Metaprozess. Transformationen, Formen der Entwicklung und die Generierung von Neuem, ed. Friedrich Krotz, Cathrin Despotović, and Merle-Marie Kruse, 303–321. Wiesbaden: Springer VS.CrossRef Abend, Pablo, and Benjamin Beil. 2017. Spielen in mediatisierten Welten—Editor-Games und der Wandel der zeitgenössischen Digitalkulturen. In Mediatisierung als Metaprozess. Transformationen, Formen der Entwicklung und die Generierung von Neuem, ed. Friedrich Krotz, Cathrin Despotović, and Merle-Marie Kruse, 303–321. Wiesbaden: Springer VS.CrossRef
go back to reference Abend, P. 2018. Editorenspiele. Digitale Spielebaukästen als Anfang und Ende einer partizipatorischen Computerspielekultur. In Medienindustrien. Aktuelle Perspektiven aus der Deutschsprachigen Medienwissenschaft,, ed. F. Krauß and S. Loist, 83–101. Siegen: Universi. Navigationen 18(2). Abend, P. 2018. Editorenspiele. Digitale Spielebaukästen als Anfang und Ende einer partizipatorischen Computerspielekultur. In Medienindustrien. Aktuelle Perspektiven aus der Deutschsprachigen Medienwissenschaft,, ed. F. Krauß and S. Loist, 83–101. Siegen: Universi. Navigationen 18(2).
go back to reference Arakji, Reina Y., and Karl R. Lang. 2007. Digital consumer networks and producer —consumer collaboration: Innovation and product development in the video game industry. Journal of Management Information Systems 24 (2): 195–219.CrossRef Arakji, Reina Y., and Karl R. Lang. 2007. Digital consumer networks and producer —consumer collaboration: Innovation and product development in the video game industry. Journal of Management Information Systems 24 (2): 195–219.CrossRef
go back to reference Banks, John. 2013. Co-creating videogames. London: Bloomsbury. Banks, John. 2013. Co-creating videogames. London: Bloomsbury.
go back to reference Banks, John, and Jason Potts. 2010. Co-creating games: A co-evolutionary analysis. New Media & Society 12 (2): 253–270.CrossRef Banks, John, and Jason Potts. 2010. Co-creating games: A co-evolutionary analysis. New Media & Society 12 (2): 253–270.CrossRef
go back to reference Behr, Katharina-Maria. 2008. Kreative Spiel(weiter)entwicklung. Modding als Sonderform des Umgangs mit Computerspielen. In Die Computerspieler. Studien zur Nutzung von Computergames, ed. Thorsten Quandt, Jeffrey Wimmer, and Jens Wolling, 193–207. Wiesbaden: Springer VS. Behr, Katharina-Maria. 2008. Kreative Spiel(weiter)entwicklung. Modding als Sonderform des Umgangs mit Computerspielen. In Die Computerspieler. Studien zur Nutzung von Computergames, ed. Thorsten Quandt, Jeffrey Wimmer, and Jens Wolling, 193–207. Wiesbaden: Springer VS.
go back to reference Biermann, Ralf, Johannes Fromme, and Alexander Unger. 2010. Digitale Spiele und Spielkulturen im Wandel. Zur Entstehung und Entwicklung partizipativer und kreativ-produktiver Nutzungsformen. In Digitale Spielkultur, ed. Sonja Ganguin and Bernward Hoffmann, 61–78. Munich: Kopäd. Biermann, Ralf, Johannes Fromme, and Alexander Unger. 2010. Digitale Spiele und Spielkulturen im Wandel. Zur Entstehung und Entwicklung partizipativer und kreativ-produktiver Nutzungsformen. In Digitale Spielkultur, ed. Sonja Ganguin and Bernward Hoffmann, 61–78. Munich: Kopäd.
go back to reference Boluk, Stephanie, and Patrick Lemieux. 2017. Metagaming. Playing, competing, spectating, cheating, trading, making, and breaking videogames. Minneapolis: University of Minnesota Press.CrossRef Boluk, Stephanie, and Patrick Lemieux. 2017. Metagaming. Playing, competing, spectating, cheating, trading, making, and breaking videogames. Minneapolis: University of Minnesota Press.CrossRef
go back to reference Ehn, Pelle. 2008. Participation in design things. In Proceedings of the Tenth Anniversary Conference on Participatory Design 2008. ACM Special Interest Group on Computer Graphics and Interactive Techniques, and ACM Special Interest Group on Computer-Human Interaction, 92–101. Indianapolis: Indiana University. Ehn, Pelle. 2008. Participation in design things. In Proceedings of the Tenth Anniversary Conference on Participatory Design 2008. ACM Special Interest Group on Computer Graphics and Interactive Techniques, and ACM Special Interest Group on Computer-Human Interaction, 92–101. Indianapolis: Indiana University.
go back to reference Jenkins, Henry. 1988. Star Trek rerun, reread, rewritten: Fan writing as textual poaching. Critical Studies in Mass Communication 5 (2): 85–107.CrossRef Jenkins, Henry. 1988. Star Trek rerun, reread, rewritten: Fan writing as textual poaching. Critical Studies in Mass Communication 5 (2): 85–107.CrossRef
go back to reference Jenkins, Henry. 2006. Convergence culture. Where old and new media collide. New York: New York University Press. Jenkins, Henry. 2006. Convergence culture. Where old and new media collide. New York: New York University Press.
go back to reference Kittler, Friedrich. 1993. Protected mode. In Draculas Vermächtnis: Technische Schriften, ed. Friedrich Kittler, 208–224. Leipzig: Reclam. Kittler, Friedrich. 1993. Protected mode. In Draculas Vermächtnis: Technische Schriften, ed. Friedrich Kittler, 208–224. Leipzig: Reclam.
go back to reference Lave, Jean, and Etienne Wenger. 1991. Situated learning. Legitimate peripheral participation. Cambridge: Cambridge University Press.CrossRef Lave, Jean, and Etienne Wenger. 1991. Situated learning. Legitimate peripheral participation. Cambridge: Cambridge University Press.CrossRef
go back to reference Levy, Steven. 2010. Hackers. Heroes of the computer revolution —25th anniversary edition. Sebastopol: O’Reilly. Levy, Steven. 2010. Hackers. Heroes of the computer revolution —25th anniversary edition. Sebastopol: O’Reilly.
go back to reference Pias, Claus. 2014. Cultural history of hacking. In Hacking: Edition digital culture 2, ed. Dominik Landwehr, 143–153. Basel: Merian. Pias, Claus. 2014. Cultural history of hacking. In Hacking: Edition digital culture 2, ed. Dominik Landwehr, 143–153. Basel: Merian.
go back to reference Poremba, Cindy. 2003. Patches of peace. Patches of peace: Tiny signs of agency in digital games. In Proceedings of the 2003 DiGRA International Conference, edited by Digital Games Research Association (DiGRA). Poremba, Cindy. 2003. Patches of peace. Patches of peace: Tiny signs of agency in digital games. In Proceedings of the 2003 DiGRA International Conference, edited by Digital Games Research Association (DiGRA).
go back to reference Postigo, Hector. 2007. Of mods and modders: Chasing down the value of fan-based digital game modifications. Games and Culture 4 (2): 300–313.CrossRef Postigo, Hector. 2007. Of mods and modders: Chasing down the value of fan-based digital game modifications. Games and Culture 4 (2): 300–313.CrossRef
go back to reference Postigo, Hector. 2008. Video game appropriation through modifications. Attitudes concerning intellectual property among modders and fans. Convergence: The International Journal of Research into New Media Technologies 14 (1): 59–74.CrossRef Postigo, Hector. 2008. Video game appropriation through modifications. Attitudes concerning intellectual property among modders and fans. Convergence: The International Journal of Research into New Media Technologies 14 (1): 59–74.CrossRef
go back to reference Schatzki, Theodore R. 2006. Introduction: Practice theory. In The practice turn in contemporary theory, ed. Theodore R. Schatzki, Karin Knorr Cetina, and Eike v. Savigny, 10–23. London: Routledge. Schatzki, Theodore R. 2006. Introduction: Practice theory. In The practice turn in contemporary theory, ed. Theodore R. Schatzki, Karin Knorr Cetina, and Eike v. Savigny, 10–23. London: Routledge.
go back to reference Schwarzer, Florian, Sven Jöckel, and Andreas Will. 2009. Game Modding und digitale Distribution—Die Veränderung der Wertschöpfung von Computerspielen durch Kundenintegration. In Kundenintegration und Kundenbindung. Wie Unternehmen von ihren Kunden profitieren, ed. Katja Gelbrich and Rainer Souren, 67–78. Wiesbaden: Springer.CrossRef Schwarzer, Florian, Sven Jöckel, and Andreas Will. 2009. Game Modding und digitale Distribution—Die Veränderung der Wertschöpfung von Computerspielen durch Kundenintegration. In Kundenintegration und Kundenbindung. Wie Unternehmen von ihren Kunden profitieren, ed. Katja Gelbrich and Rainer Souren, 67–78. Wiesbaden: Springer.CrossRef
go back to reference Terranova, Tiziana. 2000. Free labor: Producing culture for the digital economy. Social Text 18 (2): 22–58.CrossRef Terranova, Tiziana. 2000. Free labor: Producing culture for the digital economy. Social Text 18 (2): 22–58.CrossRef
go back to reference van Dijck, J. 2009. Users like you? Theorizing agency in user-generated content. Media, Culture and Society 31 (1): 41–58.CrossRef van Dijck, J. 2009. Users like you? Theorizing agency in user-generated content. Media, Culture and Society 31 (1): 41–58.CrossRef
Metadata
Title
Editor Games: Digital Construction Kits at the Beginning and End of a Participatory Gaming Culture
Author
Pablo Abend
Copyright Year
2020
DOI
https://doi.org/10.1007/978-3-658-28619-4_4