際際滷shows by User: PatrickPrax / http://www.slideshare.net/images/logo.gif 際際滷shows by User: PatrickPrax / Sun, 10 Jul 2022 09:42:37 GMT 際際滷Share feed for 際際滷shows by User: PatrickPrax Networked Participation sets the Game Free Warhammer 40k on Tabletop Simulator.pdf /slideshow/networked-participation-sets-the-game-free-warhammer-40k-on-tabletop-simulatorpdf/252153731 prax2022networkedparticipationsetsthegamefreewarhammer40kontabletopsimulator-220710094237-61d830d3
This study compares analog Warhammer 40k to the way the game is being played on Tabletop Simulator. It focuses on properties of analog and digital gaming as well as player participation in creating both the game and its community. The study uses participant observation and an interface analysis and is based on more than a year of weekly games and participation in analog and digital tournaments. It concludes that the digital version of the game de-emphasizes crafting and making which leads to a reduced barrier of entry. Social interaction is not the same online, but there are moments of collective narrative building. The interface of the game is leveraging the possibilities of digital media and goes in the same direction as design research for table-top games. The biggest difference of that the digital version is networked player creativity that makes it possible to play this game online and improves it.]]>

This study compares analog Warhammer 40k to the way the game is being played on Tabletop Simulator. It focuses on properties of analog and digital gaming as well as player participation in creating both the game and its community. The study uses participant observation and an interface analysis and is based on more than a year of weekly games and participation in analog and digital tournaments. It concludes that the digital version of the game de-emphasizes crafting and making which leads to a reduced barrier of entry. Social interaction is not the same online, but there are moments of collective narrative building. The interface of the game is leveraging the possibilities of digital media and goes in the same direction as design research for table-top games. The biggest difference of that the digital version is networked player creativity that makes it possible to play this game online and improves it.]]>
Sun, 10 Jul 2022 09:42:37 GMT /slideshow/networked-participation-sets-the-game-free-warhammer-40k-on-tabletop-simulatorpdf/252153731 PatrickPrax@slideshare.net(PatrickPrax) Networked Participation sets the Game Free Warhammer 40k on Tabletop Simulator.pdf PatrickPrax This study compares analog Warhammer 40k to the way the game is being played on Tabletop Simulator. It focuses on properties of analog and digital gaming as well as player participation in creating both the game and its community. The study uses participant observation and an interface analysis and is based on more than a year of weekly games and participation in analog and digital tournaments. It concludes that the digital version of the game de-emphasizes crafting and making which leads to a reduced barrier of entry. Social interaction is not the same online, but there are moments of collective narrative building. The interface of the game is leveraging the possibilities of digital media and goes in the same direction as design research for table-top games. The biggest difference of that the digital version is networked player creativity that makes it possible to play this game online and improves it. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/prax2022networkedparticipationsetsthegamefreewarhammer40kontabletopsimulator-220710094237-61d830d3-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This study compares analog Warhammer 40k to the way the game is being played on Tabletop Simulator. It focuses on properties of analog and digital gaming as well as player participation in creating both the game and its community. The study uses participant observation and an interface analysis and is based on more than a year of weekly games and participation in analog and digital tournaments. It concludes that the digital version of the game de-emphasizes crafting and making which leads to a reduced barrier of entry. Social interaction is not the same online, but there are moments of collective narrative building. The interface of the game is leveraging the possibilities of digital media and goes in the same direction as design research for table-top games. The biggest difference of that the digital version is networked player creativity that makes it possible to play this game online and improves it.
Networked Participation sets the Game Free Warhammer 40k on Tabletop Simulator.pdf from Patrick Prax
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Boal on a Boat - Teaching Critical Game Design.pdf /slideshow/boal-on-a-boat-teaching-critical-game-designpdf/252150917 boalonaboat-teachingcriticalgamedesign-220709094303-8ddeac35
This presents a teaching moment in a game design education that examines questions of politics, power, and responsibility. It asks game designers to extend the critical perspective beyond their given task. It is interactive, honest, and has some real stakes. The full article is available here: http://www.digra.org/digital-library/publications/boal-on-a-boat-teaching-critical-game-making-2/ ]]>

This presents a teaching moment in a game design education that examines questions of politics, power, and responsibility. It asks game designers to extend the critical perspective beyond their given task. It is interactive, honest, and has some real stakes. The full article is available here: http://www.digra.org/digital-library/publications/boal-on-a-boat-teaching-critical-game-making-2/ ]]>
Sat, 09 Jul 2022 09:43:03 GMT /slideshow/boal-on-a-boat-teaching-critical-game-designpdf/252150917 PatrickPrax@slideshare.net(PatrickPrax) Boal on a Boat - Teaching Critical Game Design.pdf PatrickPrax This presents a teaching moment in a game design education that examines questions of politics, power, and responsibility. It asks game designers to extend the critical perspective beyond their given task. It is interactive, honest, and has some real stakes. The full article is available here: http://www.digra.org/digital-library/publications/boal-on-a-boat-teaching-critical-game-making-2/ <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/boalonaboat-teachingcriticalgamedesign-220709094303-8ddeac35-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presents a teaching moment in a game design education that examines questions of politics, power, and responsibility. It asks game designers to extend the critical perspective beyond their given task. It is interactive, honest, and has some real stakes. The full article is available here: http://www.digra.org/digital-library/publications/boal-on-a-boat-teaching-critical-game-making-2/
Boal on a Boat - Teaching Critical Game Design.pdf from Patrick Prax
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Digra 2019 "Is this still participation - a case study of the disempowerment of player labourers" /slideshow/digra-2019-is-this-still-participation-a-case-study-of-the-disempowerment-of-player-labourers/162239685 digra2019-isthisstillparticipation-acasestudyofthedisempowermentofplayerlabourers20190807-190808072820
Critical research into games and player labour has shown that player creators remain disempowered despite the impact of their work. On the other hand, player-creators enjoy their work, they freely and in an informed manner consent to working without pay, and they can use their unpaid labour as experience and CV-entries. This paper aims to critically discuss these arguments in the light of a specifically chosen case study. The analysis is informed by expert interviews of player creators and it uses Carpentiers (2016) analytic framework for participatory processes. This analysis of the power relationship between player creators and game developer is elemental for the discussion around unpaid player labour. In this case the company has enough power to purposefully keep the involvement of players secret which supports the notion of exploitation of free labour. The discussion suggests possible ways forward and connects to the ongoing unionization movement in the industry.]]>

Critical research into games and player labour has shown that player creators remain disempowered despite the impact of their work. On the other hand, player-creators enjoy their work, they freely and in an informed manner consent to working without pay, and they can use their unpaid labour as experience and CV-entries. This paper aims to critically discuss these arguments in the light of a specifically chosen case study. The analysis is informed by expert interviews of player creators and it uses Carpentiers (2016) analytic framework for participatory processes. This analysis of the power relationship between player creators and game developer is elemental for the discussion around unpaid player labour. In this case the company has enough power to purposefully keep the involvement of players secret which supports the notion of exploitation of free labour. The discussion suggests possible ways forward and connects to the ongoing unionization movement in the industry.]]>
Thu, 08 Aug 2019 07:28:20 GMT /slideshow/digra-2019-is-this-still-participation-a-case-study-of-the-disempowerment-of-player-labourers/162239685 PatrickPrax@slideshare.net(PatrickPrax) Digra 2019 "Is this still participation - a case study of the disempowerment of player labourers" PatrickPrax Critical research into games and player labour has shown that player creators remain disempowered despite the impact of their work. On the other hand, player-creators enjoy their work, they freely and in an informed manner consent to working without pay, and they can use their unpaid labour as experience and CV-entries. This paper aims to critically discuss these arguments in the light of a specifically chosen case study. The analysis is informed by expert interviews of player creators and it uses Carpentiers (2016) analytic framework for participatory processes. This analysis of the power relationship between player creators and game developer is elemental for the discussion around unpaid player labour. In this case the company has enough power to purposefully keep the involvement of players secret which supports the notion of exploitation of free labour. The discussion suggests possible ways forward and connects to the ongoing unionization movement in the industry. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/digra2019-isthisstillparticipation-acasestudyofthedisempowermentofplayerlabourers20190807-190808072820-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Critical research into games and player labour has shown that player creators remain disempowered despite the impact of their work. On the other hand, player-creators enjoy their work, they freely and in an informed manner consent to working without pay, and they can use their unpaid labour as experience and CV-entries. This paper aims to critically discuss these arguments in the light of a specifically chosen case study. The analysis is informed by expert interviews of player creators and it uses Carpentiers (2016) analytic framework for participatory processes. This analysis of the power relationship between player creators and game developer is elemental for the discussion around unpaid player labour. In this case the company has enough power to purposefully keep the involvement of players secret which supports the notion of exploitation of free labour. The discussion suggests possible ways forward and connects to the ongoing unionization movement in the industry.
Digra 2019 "Is this still participation - a case study of the disempowerment of player labourers" from Patrick Prax
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Where the logics of political economy and exhibition meet: Towards an explanation for the lack of subversive and participatory practices in game exhibitions /slideshow/where-the-logics-of-political-economy-and-exhibition-meet-towards-an-explanation-for-the-lack-of-subversive-and-participatory-practices-in-game-exhibitions/124765451 imaginigngamingsfuturedigranordic2018withcommentsvisible-181203102541
Talk about how the logics of political economy, pressure to belong, and practical considerations about exhibitability shape game exhibitions. Feedback is appreciated! My talk from #DiGRANordic2018. It includes the comments that were not on the slides originally to make it easier to read this way so please excuse the text walls in those places. :D]]>

Talk about how the logics of political economy, pressure to belong, and practical considerations about exhibitability shape game exhibitions. Feedback is appreciated! My talk from #DiGRANordic2018. It includes the comments that were not on the slides originally to make it easier to read this way so please excuse the text walls in those places. :D]]>
Mon, 03 Dec 2018 10:25:40 GMT /slideshow/where-the-logics-of-political-economy-and-exhibition-meet-towards-an-explanation-for-the-lack-of-subversive-and-participatory-practices-in-game-exhibitions/124765451 PatrickPrax@slideshare.net(PatrickPrax) Where the logics of political economy and exhibition meet: Towards an explanation for the lack of subversive and participatory practices in game exhibitions PatrickPrax Talk about how the logics of political economy, pressure to belong, and practical considerations about exhibitability shape game exhibitions. Feedback is appreciated! My talk from #DiGRANordic2018. It includes the comments that were not on the slides originally to make it easier to read this way so please excuse the text walls in those places. :D <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/imaginigngamingsfuturedigranordic2018withcommentsvisible-181203102541-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Talk about how the logics of political economy, pressure to belong, and practical considerations about exhibitability shape game exhibitions. Feedback is appreciated! My talk from #DiGRANordic2018. It includes the comments that were not on the slides originally to make it easier to read this way so please excuse the text walls in those places. :D
Where the logics of political economy and exhibition meet: Towards an explanation for the lack of subversive and participatory practices in game exhibitions from Patrick Prax
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Gaming vs Gambling DiGRA 2018 Patrick Prax /slideshow/gaming-vs-gambling-digra-2018-patrick-prax/107724082 gamingvsgamblingdigra2018-patrickprax-180727153316
The talk compares the results and practices of the treatment of problem gaming and gambling with each other relevant information for both the theoretical discussion of these concepts and the policy for their treatment. The results show that the central difference between the treatment of gambling and gaming was the aim of the treatment: for gamblers this aim was first and foremost to stop gambling. For problem gamers the aim was not to stop gaming. On the contrary, the gaming was often not even the focus of the interaction with the practitioner. The aim was instead to help the gamers to add more life to their lives instead of taking the gaming away. ]]>

The talk compares the results and practices of the treatment of problem gaming and gambling with each other relevant information for both the theoretical discussion of these concepts and the policy for their treatment. The results show that the central difference between the treatment of gambling and gaming was the aim of the treatment: for gamblers this aim was first and foremost to stop gambling. For problem gamers the aim was not to stop gaming. On the contrary, the gaming was often not even the focus of the interaction with the practitioner. The aim was instead to help the gamers to add more life to their lives instead of taking the gaming away. ]]>
Fri, 27 Jul 2018 15:33:16 GMT /slideshow/gaming-vs-gambling-digra-2018-patrick-prax/107724082 PatrickPrax@slideshare.net(PatrickPrax) Gaming vs Gambling DiGRA 2018 Patrick Prax PatrickPrax The talk compares the results and practices of the treatment of problem gaming and gambling with each other relevant information for both the theoretical discussion of these concepts and the policy for their treatment. The results show that the central difference between the treatment of gambling and gaming was the aim of the treatment: for gamblers this aim was first and foremost to stop gambling. For problem gamers the aim was not to stop gaming. On the contrary, the gaming was often not even the focus of the interaction with the practitioner. The aim was instead to help the gamers to add more life to their lives instead of taking the gaming away. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamingvsgamblingdigra2018-patrickprax-180727153316-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The talk compares the results and practices of the treatment of problem gaming and gambling with each other relevant information for both the theoretical discussion of these concepts and the policy for their treatment. The results show that the central difference between the treatment of gambling and gaming was the aim of the treatment: for gamblers this aim was first and foremost to stop gambling. For problem gamers the aim was not to stop gaming. On the contrary, the gaming was often not even the focus of the interaction with the practitioner. The aim was instead to help the gamers to add more life to their lives instead of taking the gaming away.
Gaming vs Gambling DiGRA 2018 Patrick Prax from Patrick Prax
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More like an arcade - DiGRA 2018 Patrick Prax /slideshow/more-like-an-arcade-digra-2018-patrick-prax/107693718 morelikeanarcade-digra2018patrickprax-180727074446
The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games. Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization. ]]>

The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games. Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization. ]]>
Fri, 27 Jul 2018 07:44:45 GMT /slideshow/more-like-an-arcade-digra-2018-patrick-prax/107693718 PatrickPrax@slideshare.net(PatrickPrax) More like an arcade - DiGRA 2018 Patrick Prax PatrickPrax The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games. Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/morelikeanarcade-digra2018patrickprax-180727074446-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games. Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization.
More like an arcade - DiGRA 2018 Patrick Prax from Patrick Prax
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Prax, Karvinen - Lifting the eyes from the individual - problematic gaming in social context - Tampere 2014 /slideshow/prax-karvinen-lifting-the-eyes-from-the-individual-problematic-gaming-in-social-context-tampere-2014/34079604 praxkarvinen-liftingtheeyesfromtheindividual-problematicgaminginsocialcontext-tampere2014-140429082621-phpapp01
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Tue, 29 Apr 2014 08:26:21 GMT /slideshow/prax-karvinen-lifting-the-eyes-from-the-individual-problematic-gaming-in-social-context-tampere-2014/34079604 PatrickPrax@slideshare.net(PatrickPrax) Prax, Karvinen - Lifting the eyes from the individual - problematic gaming in social context - Tampere 2014 PatrickPrax <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/praxkarvinen-liftingtheeyesfromtheindividual-problematicgaminginsocialcontext-tampere2014-140429082621-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Prax, Karvinen - Lifting the eyes from the individual - problematic gaming in social context - Tampere 2014 from Patrick Prax
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The Influence of Revenue Models on Game Design - ICA2013 /slideshow/patrick-prax-the-influence-of-revenue-models-on-game-design-ica2013/23249294 patrickprax-theinfluenceofrevenuemodelsongamedesign-ica2013-130620113359-phpapp01
This paper examines the link between a games procedural rhetoric and the political and economic context of its production. The recent industry turn toward free labor in the digital games has been discussed by critical scholars, and as a result of these rapidly changing markets, the industry has begun to embrace new revenue models which are often free-to-play until the consumer opts to partake in a number of micro transactions. Diablo 3s real-money auction house (RMAH) is an excellent example of how companies, like Blizzard Entertainment, implement experimental revenue models within their game design. In this paper I will analyze the politics of the RMAH and the ways that it has influenced the design of the game. This paper hopes to contribute a political and economic perspective to a theoretical understanding of how the capitalist production model is inscribed within the cultural discourse of the video game industry.]]>

This paper examines the link between a games procedural rhetoric and the political and economic context of its production. The recent industry turn toward free labor in the digital games has been discussed by critical scholars, and as a result of these rapidly changing markets, the industry has begun to embrace new revenue models which are often free-to-play until the consumer opts to partake in a number of micro transactions. Diablo 3s real-money auction house (RMAH) is an excellent example of how companies, like Blizzard Entertainment, implement experimental revenue models within their game design. In this paper I will analyze the politics of the RMAH and the ways that it has influenced the design of the game. This paper hopes to contribute a political and economic perspective to a theoretical understanding of how the capitalist production model is inscribed within the cultural discourse of the video game industry.]]>
Thu, 20 Jun 2013 11:33:59 GMT /slideshow/patrick-prax-the-influence-of-revenue-models-on-game-design-ica2013/23249294 PatrickPrax@slideshare.net(PatrickPrax) The Influence of Revenue Models on Game Design - ICA2013 PatrickPrax This paper examines the link between a games procedural rhetoric and the political and economic context of its production. The recent industry turn toward free labor in the digital games has been discussed by critical scholars, and as a result of these rapidly changing markets, the industry has begun to embrace new revenue models which are often free-to-play until the consumer opts to partake in a number of micro transactions. Diablo 3s real-money auction house (RMAH) is an excellent example of how companies, like Blizzard Entertainment, implement experimental revenue models within their game design. In this paper I will analyze the politics of the RMAH and the ways that it has influenced the design of the game. This paper hopes to contribute a political and economic perspective to a theoretical understanding of how the capitalist production model is inscribed within the cultural discourse of the video game industry. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/patrickprax-theinfluenceofrevenuemodelsongamedesign-ica2013-130620113359-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This paper examines the link between a games procedural rhetoric and the political and economic context of its production. The recent industry turn toward free labor in the digital games has been discussed by critical scholars, and as a result of these rapidly changing markets, the industry has begun to embrace new revenue models which are often free-to-play until the consumer opts to partake in a number of micro transactions. Diablo 3s real-money auction house (RMAH) is an excellent example of how companies, like Blizzard Entertainment, implement experimental revenue models within their game design. In this paper I will analyze the politics of the RMAH and the ways that it has influenced the design of the game. This paper hopes to contribute a political and economic perspective to a theoretical understanding of how the capitalist production model is inscribed within the cultural discourse of the video game industry.
The Influence of Revenue Models on Game Design - ICA2013 from Patrick Prax
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The Commodification of Play in Diablo 3 鐃Understanding the Real Money Market Place - Patrick Prax /slideshow/diablo-3-meaningful-play-for-slideshare-14817947/14817947 diablo3meaningfulplayforslideshare-121020192640-phpapp01
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Sat, 20 Oct 2012 19:26:38 GMT /slideshow/diablo-3-meaningful-play-for-slideshare-14817947/14817947 PatrickPrax@slideshare.net(PatrickPrax) The Commodification of Play in Diablo 3 鐃Understanding the Real Money Market Place - Patrick Prax PatrickPrax <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/diablo3meaningfulplayforslideshare-121020192640-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
The Commodification of Play in Diablo 3 Understanding the Real Money Market Place - Patrick Prax from Patrick Prax
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Democracy has arrived - A Model for Ethical Decision Making of Players in MMO's - Prax/Laaksoharju /slideshow/democracy-has-arrived-a-model-for-ethical-decision-making-of-players-in-mmos-praxlaaksoharju/14816645 democracyhasarrivedmeaningfulplayslideshare-121020164439-phpapp02
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Sat, 20 Oct 2012 16:44:38 GMT /slideshow/democracy-has-arrived-a-model-for-ethical-decision-making-of-players-in-mmos-praxlaaksoharju/14816645 PatrickPrax@slideshare.net(PatrickPrax) Democracy has arrived - A Model for Ethical Decision Making of Players in MMO's - Prax/Laaksoharju PatrickPrax <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/democracyhasarrivedmeaningfulplayslideshare-121020164439-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Democracy has arrived - A Model for Ethical Decision Making of Players in MMO's - Prax/Laaksoharju from Patrick Prax
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https://cdn.slidesharecdn.com/profile-photo-PatrickPrax-48x48.jpg?cb=1657445717 Assistant Professor in Game Design at Uppsala University. Patrick has a PhD in Media Studies from the Informatics and Media Department at Uppsala University. He wrote his dissertation on the co-creation of digital games as alternative media. He is interested in how players can change the games they are playing to reflect an alternative perspective to a hegemonic capitalist world view. He is working with theories for shared cultural production like co-creation, open innovation, and participatory media. You can see his TEDx Uppsala University talk about this topic. (link below). Patrick has also been working with problematic gaming and game addiction from a perspective of treatment. www.youtube.com/watch?v=iYo1f5Z-Cyg https://cdn.slidesharecdn.com/ss_thumbnails/prax2022networkedparticipationsetsthegamefreewarhammer40kontabletopsimulator-220710094237-61d830d3-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/networked-participation-sets-the-game-free-warhammer-40k-on-tabletop-simulatorpdf/252153731 Networked Participatio... https://cdn.slidesharecdn.com/ss_thumbnails/boalonaboat-teachingcriticalgamedesign-220709094303-8ddeac35-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/boal-on-a-boat-teaching-critical-game-designpdf/252150917 Boal on a Boat - Teach... https://cdn.slidesharecdn.com/ss_thumbnails/digra2019-isthisstillparticipation-acasestudyofthedisempowermentofplayerlabourers20190807-190808072820-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/digra-2019-is-this-still-participation-a-case-study-of-the-disempowerment-of-player-labourers/162239685 Digra 2019 &quot;Is this st...