Amboro, Yudi (2013) Video Games Modification in Indonesia As Creative Contribution of Player In Producer-Consumer Model of Popular Cultures. 13th International Conference on QIR (Quality in Research). pp. 1727-1731. ISSN 1411-1284
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Abstract
Many believe that video games are part of a popular culture and were created for consumption purposes only. These video games were seen only as a means of entertainment; thus creativity is not usually considered as a quality that can be gained from playing video games. Negative views towards video games came as a result of how people think that the video game player's unable to produce or create new expression from consuming video games. However, there are some users who believe otherwise. These users do not stop at the consumption stage but they venture further. They creatively modify the games for various personal reasons and thus make themselves as the Producer-Consumer. The transition of video game players from Consumer only into Producer-Consumer stage, also happen in Indonesia. Along with the creativity root deep inside cultural traditions, video game player in Indonesia also create their video game modification community. This study tries to identify the relation between creativity and video game modification in Indonesia, and also the purpose of this modification.
Item Type: | Article |
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Subjects: | N Fine Arts > NX Arts in general |
Divisions: | Fakultas Seni Rupa > Desain Komunikasi Visual |
Depositing User: | Mr. Yudi Amboro, M.Sn. |
Date Deposited: | 12 Apr 2021 07:28 |
Last Modified: | 12 Apr 2021 07:28 |
URI: | http://repository.ikj.ac.id/id/eprint/302 |
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