CCT109H5 Chapter Notes - Chapter 6-9: Yochai Benkler, Bruno Latour, Participatory Media

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CCT109H5 Full Course Notes
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CCT109H5 Full Course Notes
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Flew & smith, p. 136: video games as the ideal commodity . Market convergences: hardware and software developers converge for greater advancements. Global culture industries: video games is a global industry of specialized labour and chains of production and outsourcing. Gamification : applying gaming principles onto other aspects of life through testing, performance evaluation, and rewards (e. g. military training, education, etc ). Modding: the modification of game content by online users. Mods: power relationships between publishers and modders around freedom of modifying content. Audiences make content (user-generated content) ex: in games like world of warcraft, Farmville, sims ect; can extend the longevity of a game. Gaming as a culture: not simply isolated teenagers. ) Games stimulate socialization and belonging stereotypes about video game effects: e. g. violence and youth. Gamers are addicts and playing them damages their social integration. Apm (action per minute): -it is the average rate of how quick your fingers move.

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