Go to The University of Queensland Homepage
Media International Australia incorporating Culture and Policy Media International Australia incorporating Culture and Policy

 

 
 

Computer Games: Co-Creation and Regulation

No 130, February 2009
Theme Editor: Sal Humphreys

Buy this issue

Subscription and order form

Subscribers can download these articles for free

Abstracts

Contents

Editorial

Gerard Goggin

ANZCA News

Jocelyn Williams

General Articles

Future audiences for Australian stories: Industry responses in a post-Web 2.0 world

Julia de Roeper and Susan Luckman

Balancing the digital democratic deficit? e-Government

Julie Freeman and Brett Hutchins

‘The Australian we all aspire to be’: Commemorative journalism and the death of the Crocodile Hunter

Folker Hanusch

A support withdrawn: ‘ Spain’s 9/11’ and Australian newspaper framing

Glen Donnar

Computer Games: Co-Creation and Regulation

Computer games: Co-creation and regulation

Sal Humphreys

Discursive constructions of MMOGs and some implications for policy and regulation

Sal Humphreys

Productive play 2.0: The logic of in-game advertising

Mark Andrejevic

Co-creative expertise: Auran Games and Fury — a case study

John Banks

On the (partially) inalienable rights of participants in virtual communities

Nicolas Suzor

Electronic contracts: A law unto themselves?

Dale Clapperton

Informing our own choices: A proposal for user-generated classification

Jeffrey Brand and Mark Finn

Reviews

Edited by Susan Bye

Abstracts

 

Julia de Roeper and Susan Luckman
Future audiences for Australian stories: Industry responses in a post-Web 2.0 world

The development of global social networking sites using Web 2.0 technologies (MySpace, Facebook, YouTube, Wikipedia, Flickr, etc.) is signalling a shift in media usage towards an environment in which the distinction between producer and consumer is less clearly defined. While audiences still demand and enjoy a quality professional product, their active personal experience of media production means that they are no longer content to remain outside the production process. This paper outlines the first part of a multi-stage research project that is monitoring responses on both sides of the divide. Through analysis of media coverage, policy reports, submissions to government and interviews with a number of senior executives in leading Australian screen agencies and industry organisations, we have identified four distinct categories of Australian film industry response to technological change and shifts in media consumption, provisionally referred to as ‘Denial’, ‘Panic’, ‘Embrace’ and ‘Co-create’. In this paper, we offer a critical examination of these responses.

back to top

Julie Freeman and Brett Hutchins
Balancing the digital democratic deficit? e-Government
This article responds to Thomas’s (2004) call for investigation into how the internet and World Wide Web are changing government in Australia. It first discusses e-government principles and policies at the federal level, and then investigates initiatives and events in one of Australia’s most populous municipalities, the City of Casey in Melbourne’s southeast. The objective of this approach is to understand the broader context of e-government policy formulation in Australia, and connect
this to the level of local government in order to understand the features and dynamics of existing e-government mechanisms. The evidence generated from this approach reveals an imbalance between service delivery and civic engagement in e-government strategies, with the emphasis on consumer-oriented service delivery far outweighing civic participation and political dialogue. The analysis that follows outlines actual and potential political problems flowing from this imbalance — or ‘digital democratic deficit’ — and offers suggestions on how equilibrium might be restored.

back to top

Folker Hanusch
The Australian we all aspire to be’: Commemorative journalism and the death of the Crocodile Hunter
This article examines the news coverage generated in Australia by the death of Steve Irwin, widely known as the Crocodile Hunter. In line with past research on commemorative journalism, the study demonstrates the dominant discourses employed in the reporting of Irwin’s death. It is argued that Australia’s newspapers invoked a number of national myths, such as mateship, larrikinism and anti-elitism, in order to reassert notions of Australian identity and social values and to deal with the widespread grief over his loss. Most importantly, the study sheds new light on how news media deal with challenges to the dominant memorialising discourse. Past studies had not been able to investigate alternative discourses in much detail, but in examining Irwin’s death we are able to see how the media deal with such an unwanted interruption. It is argued that newspapers appropriated the alternative perspective within the mythical terms of their memorialising discourse, thereby not allowing it to disrupt the memorialisation itself and in fact further strengthening the process of mythologising the Crocodile Hunter.

back to top

Glen Donnar
A support withdrawn: ‘Spain’s 9/11’ and Australian newspaper framing
This study represents an attempt to redress the neglect of academic research into coverage of the Madrid train bombings through a content analysis of major Australian newspapers in the immediate aftermath (12–21 March 2004). It quantifies a sudden and significant shift in representation from a ‘support for Spain’ news frame following the bombings to a ‘criticism of Spain’ frame following the Spanish national election result only three days later. Australian newspapers made support for a terrorised Spain conditional on a politics of representation marked by the ‘war on terror’ as a master frame, and served to reflect the political interests and sponsored interpretation of government sources. The moral implications of this withdrawal of support for the Spanish cannot be under-estimated, for it suggests that Australian newspapers were prepared to contribute to an ‘erosion’ of compassion for recent victims of terrorism.

back to top

Sal Humphreys
Computer games: Co-creation and regulation
This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classification and participant rights.

back to top

Sal Humphreys
Discursive constructions of MMOGs and some implications for policy and regulation
This paper examines how the production of interactive, co-creative software such as multiplayer online games differs from conventional media production, and how stakeholders employ different discursive constructions to understand those environments. The convergence of forms and functions, and the emergence of new structures that cross pre-existent regulatory and policy boundaries, mean that the discourses adopted to describe these environments and enact regulation and control need to be examined for the particular interests they represent. The paper canvasses six different discourses about online social software such as games, and briefly discusses the implications of each for areas such as intellectual property, classification, governance, data privacy, creative industries and global crossjurisdictional infrastructures.

back to top

Mark Andrejevic
Productive play 2.0: The logic of in-game advertising
Online video games are helping to pioneer the use of interactive advertising that targets consumers based on information about their behaviour, consumption patterns, and other demographic and psychographic information. This article draws on the example of in-game ads to explore some of the ways in which advertisers harness virtual worlds to marketing imperatives, and equate realism and authenticity with the proliferation of commercial messages. Since video games have the potential to serve as a model for other forms of marketing both online and off, the way in which they are being used to exploit interactivity as a form of commercial monitoring has broader implications for the digital economy.

back to top

John Banks
Co-creative expertise: Auran Games and Fury — a case study
This article discusses the ways in which the relations among professional and nonprofessional participants in co-creative relations are being reconfigured as part of the shift from a closed industrial paradigm of expertise towards open and distributed expertise networks. This article draws on ethnographic consultancy research undertaken throughout 2007 with Auran Games, a Brisbane, Australia-based games developer, to explore the co-creative relationships between professional developers and gamers. This research followed and informed Auran’s online community management and social networking strategies for Fury (http://unleashthefury.com), a massively multiplayer online game released in October 2007. This paper argues that these co-creative forms of expertise involve coordinating expertise through social-network markets.

back to top

Nicolas Suzor
On the (partially) inalienable rights of participants in virtual communities
As virtual communities become more central to the everyday activities of connected individuals, we face increasingly pressing questions about the proper allocation of power, rights and responsibilities. This paper argues that our current legal discourse is ill-equipped to provide answers that will safeguard the legitimate interests of participants and simultaneously refrain from limiting the future innovative development of these spaces. From social networking sites like Facebook to virtual worlds like World of Warcraft and Second Life, participants who are banned from these communities stand to lose their virtual property, their connections to their friends and family, and their personal expression. Because our legal system views the proprietor’s interests as absolute private property rights, however, participants who are arbitrarily, capriciously or maliciously ejected have little recourse under law. This paper argues that, rather than assuming that a private property and freedom of contract model will provide the most desirable outcomes, a more critical approach is warranted. By rejecting the false dichotomy between ‘public’ and ‘private’ spaces, and recognising some of the absolutist and necessitarian trends in the current property debate, we may be able to craft legal rules that respect the social bonds between participants while simultaneously protecting the interests of developers.

back to top

Dale Clapperton
Electronic contracts: A law unto themselves?
Electronic contracts, however described, are everywhere in the digital environment. In computer games, they govern the relationship not only between the gamer and the game publisher, but the gamer and the game. Yet, despite their ubiquity, their substantive content receives relatively little attention. Consumers assent without reading them, and publishers and their lawyers adopt oppressive contracts, seemingly without thought for the rights of their customers. Whether a market failure or a rational response, electronic contracting seems to be stuck in a vicious cycle of apathy and indifference. This paper explores these issues, as well as examples of games-related electronic contracts, common terms in such contracts, and how those contracts might be affected areas of law including contract, copyright, competition and consumer protection. Might these areas of law provide a stimulus for ‘clickwrap reform’?

back to top

Jeffrey Brand and Mark Finn
Informing our own choices: A proposal for user-generated classification
New media are distrusted media, and computer games are the contemporary currency in new media. Computer game content, like other popular media content, is regulated in different jurisdictions by one of three general models: the open market in which consumption decides the availability of product, industry self-regulation in which industry bodies decide, and government regulation in which government or quasi-governmental bodies decide. Arguably, these models represent the twentieth century state of the art and fail to keep pace with changes in the aesthetics and technologies associated with interactive entertainment. In a networked economy, alternative models exist to serve content gatekeeping functions, and they serve to close the lags and limitations that plague existing models. These alternatives include innovations such as user-generated classification and dynamic meta-tagging. This paper examines current classification approaches and their limitations, and presents alternative approaches with a hypothetical game title.

back to top

Reviews
Edited by Susan Bye
In this issue
Barfield, Ray, A Word from Our Viewers: Reflections from Early Television Audiences
Baron, Naomi S., Always On: Language in an Online and Mobile World
Breit, Rhonda, Law and Ethics for Professional Communicators
Bruns, Axel, Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage
Caldwell, John Thornton, Production Culture: Industrial Reflexivity and Critical Practice in Film and Television
Chu, Yingchi, Chinese Documentaries: From Dogma to Polyphony
Cooper, Sally, A Burqa and a Hard Place: Three Years in the New Afghanistan
Ekström, K. M. and Tufte, B. (eds), Children, Media and Consumption: On the Front Edge
Giblett, Rod, Sublime Communication Technologies
Hilmes, Michele (ed.), NBC: America’s Network
Lam, Adam and Oryshchuk, Nataliya (eds), How We Became Middle Earth: A Collection of Essays on The Lord of The Rings
Marolf, Gerald, Advergaming and In-Game Advertising: An Approach to the Next Generation of Advertising
Ott, Brian L., The Small Screen: How Television Equips Us to Live in the Information Age
Sconce, Jeffrey (ed.), Sleaze Artists: Cinema at the Margins of Taste, Style and Politics
Sparks, Colin, Globalization, Development and the Mass Media
Tremayne, Mark (ed.), Blogging, Citizenship and the Future of Media
Winseck, Dwayne R. and Pike, Robert M., Communication and Empire: Media, Markets and Globalization

8

back to top