Interactivity, user-generated content and video game: an ethnographic study of Animal Crossing: Wild World
2014; Taylor & Francis; Volume: 28; Issue: 3 Linguagem: Inglês
10.1080/10304312.2014.893984
ISSN1469-3666
Autores Tópico(s)Social Media and Politics
ResumoThis article examines interactivity and user-generated content in video games with an ethnographic case study of a life simulation video game Animal Crossing: Wild World. Interactive elements in the video game give players a sense of creation and control as well as facilitate user-generated content. However, equation of interactivity with social democratization is problematic in two ways: players' interactivity is conditioned by pre-given structures in game and it is utilized as consumer loyalty in markets. Exploring how players develop game narratives and collaborate with each other, this paper argues that video games function ideologically. It suggests that the dominant ideologies in Animal Crossing such as a hard work ethic and consumerism are not only given by game creators but also voluntarily emphasized and accepted by players.
Referência(s)