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Productive Players : Online Computer Games

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Critical Review Humphreys, S. (2005.) “Productive Players: Online Computer Games’ Challenge to Conventional Media Forms.” Communication and Critical/Cultural Studies 2(1), pp. 37-51. The article I am going to review is Productive Players: Online Computer Games’ Challenge to Conventional Media Forms, written by Sal Humphreys in 2005. The journal was published in Journal of Communication and Critical/Cultural Studies and the author is a creative industries researcher who works at the Queensland University of Technology in Australia. The article is mainly about an emergent form of the relationships in computer games—how the social relationships have changed to adapt to new types of community networks, using EverQuest as an example. In the …show more content…

She considers the existing Intellectual Property Laws may obstruct the development of the creativity in the virtual environment. Also, she refers to the previous research of operation patterns in the industry of computer games. In this setting, content regulation appears a more related system than property laws that address proprietorship, circulation and access to the media. It is challenging to balance the interests of different parties and ownerships of copyrights, and accommodate the burgeoning system. This paper examines and reflects the differences between the conventional media and the online multiplayer games.Basically, the conventional media followed a linear model, in which the roles of the publisher and the players are clearcut, that is, the publisher is the producer while the players are the consumer. However, for the online multiplayer games, such as the EverQuest, the players can also be producers as the time when they are playing the games. It thus generates three critical problems that are related to the regulation, intellectual property, culture and commerce. Generally speaking, the article is logical and the distribution of paragraphs is consistent and explicit. The explanation of how players can be treated as productive players who create commercial value and suggestions for improvement for EverQuest is vivid and understandable. There is a clear introduction of the changing relationships from conventional online game rules of receiving

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