Tapestry by Arachne. The Digital Craft of the Producers of Computer Games Cover Image

Gobelin Arachne / O cyfrowym rzemiośle twórców gier komputerowych
Tapestry by Arachne. The Digital Craft of the Producers of Computer Games

Author(s): Marta M. Kania
Subject(s): Media studies, Cognitive Psychology, Behaviorism, Social Informatics
Published by: Akademia Sztuk Pięknych im. Eugeniusza Gepperta we Wrocławiu
Keywords: crafts; creativity; digitization; computer game; self-expression / self-transformation;

Summary/Abstract: The discourse of ‘digital artisans’, started from the nineteenth-century British tradition of thinking about the craft and manual labor. Its separateness from the discourse of the mainstream gaming industry is based on faith in the value of the unique, unconventional solutions or game conventions. It differentiates craft activities (work in the ‘digital matter’)from industrial production and reveals the value of joy which connects game developers and games. It also emphasizes the value of the championship and the importance of democratic access to tools for experimenting by amateurs. The games themselves are conceived within creative self-expression, a way of defining themselves, and even the tool of self transformation of digital matter.

  • Issue Year: 2017
  • Issue No: 1 (22)
  • Page Range: 82-99
  • Page Count: 18
  • Language: Polish