Publication Cover
Continuum
Journal of Media & Cultural Studies
Volume 28, 2014 - Issue 3: Rethinking media space
4,183
Views
11
CrossRef citations to date
0
Altmetric
General papers

Interactivity, user-generated content and video game: an ethnographic study of Animal Crossing: Wild World

REFERENCES

  • Althusser, L.1972. “Ideology and Ideological State Apparatuses (Notes Towards an Investigation).” Translated by B.Brewster. Lenin, Philosophy and Other Essays, 127–186. New York: Monthly Review Press.
  • Andrejevic, M.2008. “Watching Television without Pity: The Productivity of Online Fans.” Television & New Media9 (1): 24–46.
  • Andrejevic, M.2009. “Critical Media Studies 2.0: An Interactive Upgrade.” Interactions: Studies in Communication and Culture1 (1): 35–51.
  • Animal Crossing Community. 2013. “The Animal Forest.” Accessed May 21, 2008. http://archive.kontek.net/animalcrossing.planets.gamespy.com/series.shtml.
  • Banks, J., and J.Potts. 2010. “Co-creating Games: A Co-evolutionary Analysis.” New Media & Society12 (2): 253–270.
  • Behrenshausen, B. G.2007. “Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's Animal Crossing: Wild World.” MA thesis, University of Maine. Orono.
  • Behrenshausen, B. G.2013. “The Active Audience, Again: Player-Centric Game Studies and the Problem of Binarism.” New Media & Society15 (6): 872–889.
  • Benjamin, W.(1940) 2002. “The Flâneur.” Translated by H. Eiland and K. Mclauglin. The Arcades Project, 416–455. Cambridge, MA: Belknap Press of Harvard University Press.
  • Bruns, A.2008. Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage. New York: Peter Lang.
  • Buck-Moss, S.1989. The Dialectics of Seeing: Walter Benjamin and the Arcades Project. Cambridge, MA: MIT Press.
  • Burgess, J., and J.Green. 2009. YouTube. Malden, MA: Polity.
  • Cogburn, J., and M.Silcox. 2009. Philosophy through Video Games. New York: Routledge.
  • Cover, R.2004. “New Media Theory: Electronic Games, Democracy and Reconfiguring the Author-Audience Relationship.” Social Semiotics14 (2): 173–190.
  • Dyer-Witheford, N., and G.de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.
  • Fiske, J.1986. Television Culture. New York: Methuen.
  • Frasca, G.2001. “The Sims: Grandmothers are Cooler than Trolls.” Games Studies, 6 (1). Accessed May 21, 2013. http://www.gamestudies.org/0101/frasca/.
  • Frasca, G.2003. “Simulation versus Narrative: Introduction to Ludology.” In The Video Game Theory Reader, edited by M. J. P.Wolf and B.Perron, 221–235. New York: Routledge.
  • Galloway, A. R.2006a. “Warcraft and Utopia.” CTheory 16 February, Accessed May 21, 2013. http://www.ctheory.net/articles.aspx?id = 507.
  • Galloway, A. R.2006b. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.
  • Geertz, C.1973. The Interpretation of Cultures: Selected Essays. New York: Basic books.
  • Gramsci, A.1971. Selections from the Prison Notebooks. New York: International Publishers.
  • Grodal, T.2003. “Stories for Eye, Ear, and Muscles: Video Games, Media, and Embodied Experiences.” In The Video Game Theory Reader, edited by M. J. P.Wolf and B.Perron, 129–155. New York: Routledge.
  • Hall, S.(1973) 2001. “Encoding/Decoding.” In Media and Cultural Studies: Keywords, edited by M. G.Durham, and D. M.Kellner, 167–176. New York: Blackwell.
  • Hall, S.(1983) 1996. “The Problem Of Ideology: Marxism without Guarantees.” In Stuart Hall: Critical Dialogues in Cultural Studies, edited by D.Morley and K.Chen, 25–46. New York: Routledge.
  • Hall, S.(1986) 1996. “Gramsci's Relevance for the Study of Race and Ethnicity.” In Stuart Hall: Critical Dialogues in Cultural Studies, edited by D.Morley and K.Chen. New York: Routledge.
  • Hayes, E.2007. “Gendered Identities at Play: Case Studies of Two Playing Morrowind.” Games and Culture2 (1): 23–48.
  • Hess, A.2007. “‘You Don't Play, You Volunteer’: Narrative Public Memory Construction in Medal of Honor: Rising Sun.” Critical Studies in Media Communication26 (4): 339–356.
  • IGN. 2005. “The Best of 2005: DS Best Online Game.” Accessed May 21, 2013. http://bestof.ign.com/2005/ds/13.html.
  • Internet Movie Database. 2006. “Animal Crossing: The Movie (Gekijôban dôbutsu no mori).”, Accessed May 21, 2013. http://www.imdb.com/title/tt1190545/.
  • Jarrett, K.2008. “Interactivity is Evil! A Critical Investigation of Web 2.0.” First Monday, 13 (3). Accessed May 21, 2013. http://firstmonday.org/ojs/index.php/fm/article/view/2140/1947.
  • Jenkins, H.2006. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New York University Press.
  • Juul, J.2010. A Casual Revolution: Reinventing Video Games and Their Players. Cambridge, MA: MIT Press.
  • Kim, J.2012. “Institutionalization of YouTube: From User-Generated Content to Professionally Generated Content.” Media, Culture & Society34 (1): 53–67.
  • Kücklich, J.2005. “Precarious Playbour: Modders and the Digital Games Industry.” The Fibreculture Journal, 5. Accessed May 21, 2013. http://five.fibreculturejournal.org/fcj-025-precarious-playbour-modders-and-the-digital-games-industry/.
  • Marx, K.(1844) 1978. “Economic and Philosophic Manuscripts of 1844.” In The Marx-Engels Reader, edited by R. C.Tucker. New York: W.W. Norton.
  • McMahan, A.2003. “Immersion, Engagement, and Presence: A Method for Analylzing 3-D Video Games.” In The Video Game Theory Reader, edited by M. J. P.Wolf and B.Perron, 67–86. New York: Routledge.
  • Miller, D., and D.Slater. 2001. The Internet: An Ethnographic Approach. New York: Berg.
  • Morozov, E.2012. “The Death of the Cyberflâneur.” The New York Times, February, SR 6.
  • Murray, J. H.1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge, MA: MIT Press.
  • Nintendo. 2005. Animal Crossing: Wild World (Video game software). Japan, Kyoto: Nintendo.
  • Nintendo. 2009. “Financial Results Briefing for Fiscal Year Ended March 2009 (Briefing Date: 2009/5/8).” Accessed May 21, 2013. http://www.nintendo.co.jp/ir/pdf/2009/090508e.pdf#page = 6.
  • N-Sider. 2009. “Animal Forest +.” Accessed May 21, 2013. http://www.n-sider.com/gameview.php?gameid = 414&view = dev.
  • OECD (Organization for Economic Co-operation and Development). 2007. “Participative Web: User-created Content.” Accessed May 27, 2013. http://www.oecd.org/dataoecd/57/14/38393115.pdf.
  • Paulk, C.2006. “Signifying Playing: The Sims and the Sociology of Interior Design.” Games Studies, 6 (1). Accessed May 21, 2013. http://gamestudies.org/0601/articles/paulk.
  • Rettberg, S.2008. “Corporate Ideology in World of Warcraft.” In Digital Culture, Play and Identity, edited by H. G.Corneliussen and K. V.Rettberg, 19–38. Cambridge, MA: MIT Press.
  • Shaw, A.2013. “Rethinking Game Studies: A Case Study Approach to Video Game Play and Identification.” Critical Studies in Media Communication30 (5): 347–361.
  • Stallabras, J.1993. “Just Gaming.” New Left Review198 (March/April): 83–106, Accessed May 21, 2013. http://www.stanford.edu/class/history34q/readings/Cyberspace/StallabrasJustGaming.html.
  • Steinkuehler, C. A.2006. “Massively Multiplayer Online Video Gaming as Participation in a Discourse.” Mind, Culture and Activity13 (1): 38–52.
  • Taylor, T. L.2006. Play between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press.
  • Terranova, T.2000. “Free Labor: Producing Culture for the Digital Economy.” Social Text63 (18): 33–57.
  • Thomas, S.1995. “Myths in and about Television: Entertainment and Economics.” In Questioning the Media: A Critical Introduction, edited by J. D. H.Downing, A.Mohammadi and A.Sreberny, 444–459. New York: Sage.
  • Van Dijck, J.2009. “Users Like You? Theorizing Agency in User-generated Content.” Media, Culture & Society31 (1): 41–58.
  • Wark, M.2007. Gamer Theory. Cambridge, MA: Harvard University Press.
  • Wirman, H. E.2011. PhD diss. University of the West of England, Bristol. Accessed May 23, 2013. http://www.hannawirman.net/wirman_phd.PDF “Playing the Sims 2: Constructing and Negotiating Woman Computer Game Player Identities through the Practice of Skinning.”
  • Zimmerman, E.2003. “Narrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of Discipline.” In First Person: New Media as Story, Performance and Game, edited by N.Wardrip-Fruin and P.Harrigan, 154–164. Cambridge, MA: MIT Press.
  • Žižek, S.1995. “The Spectre of Ideology.” In Mapping Ideology, edited by S.Žižek. New York: Verso.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.