Understanding Content Creation: An Exploration of theSocial, Technical, and Professional Elements of Video GameContent Creation

Video games act as digital playgrounds in which players can build social networks, interact with technological systems, and develop both hobbies and professional skills. This exploratory study inspects the reflections of eight video game content creators to understand how engagement with video game spaces and communities develops an understanding of the social, technical, and professional elements of content creation. Data was collected via semi-structured interviews from a broad range of creation roles (game journalism, modding, audio creation, physical merchandise production, etc.) with thematic analysis used to identify shared topics of significance from social risks to competitive industry. Findings reflect the unique social and technical skills developed through creation and the challenges presented by platforms, video game stakeholders, audiences, competitors, and their own aptitude when approaching audience-focused, platform-dependent labour.

Authors

Publication Details

Published
2024-09-30
DOI
https://doi.org/10.26503/dl.v2024i1.2240
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Understanding Content Creation: An Exploration of theSocial, Technical, and Professional Elements of Video GameContent Creation

Bjørn Nansen, Terri Byers
1 citations
Educational Games and Gamification
0.79
article

Understanding Content Creation: An Exploration of theSocial, Technical, and Professional Elements of Video GameContent Creation

Bjørn Nansen, Terri Byers
article en
1 citations

Abstract

Video games act as digital playgrounds in which players can build social networks, interact with technological systems, and develop both hobbies and professional skills. This exploratory study inspects the reflections of eight video game content creators to understand how engagement with video game spaces and communities develops an understanding of the social, technical, and professional elements of content creation. Data was collected via semi-structured interviews from a broad range of creation roles (game journalism, modding, audio creation, physical merchandise production, etc.) with thematic analysis used to identify shared topics of significance from social risks to competitive industry. Findings reflect the unique social and technical skills developed through creation and the challenges presented by platforms, video game stakeholders, audiences, competitors, and their own aptitude when approaching audience-focused, platform-dependent labour.

Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
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