Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.
Introduction: Co-creating matters
1. Situating Co-creativity
2. Co-creative Technologies
3. Co-creatingTrainz
4. Co-creative Labour? (with Sal Humphreys)
5. Co-creative Expertise
6. Modeling Co-creativity: A Co-evolutionary approach (with Jason Potts)
Conclusion: Crafting Co-creative Culture (in Conversation with Will Wright)
Notes
Bibliography
Index
Dr John Banks is a senior lecturer (Head of Postgraduate Coursework Studies) and researcher in the Creative Industries faculty, Queensland University of Technology, Australia. He researches and publishes on co-creativity, innovation and social media in the creative industries, especially videogames and interactive entertainment. He has a special interest in organisational and workplace culture.
His past decade of research on the topic of co-creativity in the videogames industry includes his recent publicationKey Concepts in Creative Industries(2012) with John Hartley, Jason Potts, Stuart Cunningham, Terry Flew and Michael Keane.
In the realm of game scholarship, John Banks'Co-Creating Videogamesis that rare combination of significant access to the sites of videogame production and astute analysis that resists easy answers. His account of co-creative digital production shows how creativity, uncertainty, and value combine in the new economies (in the broad sense) that videogames have ushered onto the cultural landscape. A crucial contribul“8