The Ludic Takes Work

dc.contributor.authorKoutsouras, Panagiotis
dc.contributor.authorMartindale, Sarah
dc.contributor.authorCrabtree, Andy
dc.date.accessioned2017-07-24T12:16:16Z
dc.date.available2017-07-24T12:16:16Z
dc.date.issued2017
dc.description.abstractGames that revolve around user-generated content have been explored mainly from a ludic perspective, leaving the work practices that are entailed in content production underexplored. What we argue in this paper is that there is an underlying economy in Minecraft’s community, which plays a significant role in the game’s current form. Our ethnographic fieldwork revealed the various aspects of the work of producing in-game content, by teasing out the discrete segments of the arc of work of commissioning, creating and delivering a Minecraft map. The infrastructure this work relies on is fragmented though, with the various accountability systems in place being appropriations by the players themselves. This raises a number of design implications related to how members coordinate tasks and articulate their work.en
dc.identifier.doi10.18420/ecscw2017-8
dc.identifier.pissn2510-2591
dc.language.isoen
dc.publisherEuropean Society for Socially Embedded Technologies (EUSSET)
dc.relation.ispartofProceedings of 15th European Conference on Computer-Supported Cooperative Work - Exploratory Papers
dc.relation.ispartofseriesReports of the European Society for Socially Embedded Technologies: vol. 1, no. 2
dc.titleThe Ludic Takes Worken
dc.typeText/Conference Paper
gi.citation.endPage118
gi.citation.startPage102
gi.conference.date28 August - 1 September 2017
gi.conference.locationSheffield, UK
gi.conference.sessiontitleContent Production and Sharing

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