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dc.contributor.authorChampion, Erik
dc.contributor.editorErik Champion
dc.date.accessioned2017-03-15T22:05:38Z
dc.date.available2017-03-15T22:05:38Z
dc.date.created2017-02-24T00:09:39Z
dc.date.issued2012
dc.identifier.citationChampion, E. (ed.). 2012. Game Mods: Design, Theory and Criticism. Pittsburgh, PA: ETC Press.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/49515
dc.description.abstract

Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole? Are the theoretical issues involved in game mods merely a subset of game design theory, or something else? Should one reference or pay homage to the original game, can a designer display genuine innovation and creativity in the design of a mod? Could the design of game mods, and the design of tools to create game mods, be improved through criticism and theory? Are these toolsets useful and usable in teaching? And can the tools and techniques of game mod design be applied beyond computer games? In the following chapters we touch on many of these issues, but we may well raise more questions than answers.

dc.publisherETC Press
dc.relation.urihttp://press.etc.cmu.edu/content/game-mods
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/2.5/
dc.titleGame Mods: Design, Theory and Criticism
dc.typeBook
dcterms.source.isbn978-1-300-54061-8
dcterms.source.placeUS
curtin.departmentSchool of Media, Culture and Creative Arts
curtin.accessStatusOpen access


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