Open Access. Powered by Scholars. Published by Universities.®

Game Design Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 4 of 4

Full-Text Articles in Game Design

Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball Jan 2022

Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball

English Faculty Publications

The Unity Asset Store sells amateur designers and artists a promise of being able to participate in an idealized, rationalized vision of how the game design industry operates. However, the Unity Asset Store depends on marketing the content created by amateur artists in ways that require the artists to essentially package their work as labor and to mask their role as artists. This essay views labor and capital in the Unity Asset Store through a Marxist lens, informed by Kline, Dyer-Witheford, and de Peuter's (2003) model of technological, cultural, and marketing forces as "three circuits of interactivity" in the mediatized …


Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.) Jan 2021

Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.)

English Faculty Publications

No abstract provided.


Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette Jan 2018

Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette

English Faculty Publications

No abstract provided.


"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette Jan 2012

"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette

English Faculty Publications

Machinima, the practice of adapting recorded video game play into short films, highlights an often unacknowledged but significant shift in the consumption of video games and represents a key and underexplored intersection between the two leading theoretical camps. Considering the landmark series Red vs. Blue through the lens of Bolter and Grusin's propositions about "new" media's relationships with other forms offers an entry point for theorizing not only machinima but also the intersections between the ludology and narratology positions in games studies.