It is interesting to see how quickly innovation gets
adoption once it has been proven successful. Planells (2015) stressed the
negative influence of traditional publishers for being “creative brakes” and
exclude eventual players’ input from the development process. But even though
the crowdfunding model was introduced to bypass game publishers, it is the big
traditional game companies that can benefit from the successful crowdfunding
mechanisms as well. One way is indeed that crowdfunding guarantees an
investment that is likely to be profitable if a large amount of backers already
showed their interest in the game.
Another aspect of crowdfunding, which is more the voluntary
crowd-sourcing aspect to it, is the co-creation of game content. Engaged users
are willing to work out all kinds of ideas by mainly the excitement of seeing
their own idea being implemented in their favorite game. There is no big risk
for the big gaming companies here: they can state that they are willing to
adopt the contribution without giving any rights to claim for its ownership.
They can also outsource the decision to the wisdom of the crowd whether to
adopt the contribution: a poll which measures the ones in favor or against the
contribution. For example, Riot Games already has a special part of its forum
devoted to Fan Creation* with posts that indicate the upvotes by other active
members. I am not sure whether Riot actually considers these suggestions or
co-creates with its community by giving feedback or suggestions itself.
This is also what is being referred to by Smith (2015): a
game is an ongoing project, also after release. Traditional gaming companies
can and probably have to listen to their community, which seems an opportunity
that only favors those big gaming companies in the end. As with many things,
the possibility exists that distinguishing between traditional and innovative
crowdfunded games will become hard since they merge into each other. It will be the best of both worlds. While big
companies have the big money, a solid defense for legal issues and the
responsibility of the company, crowdfunding projects have the voice of the
crowd and the co-creation that comes with it.
Smith, A. N. (2015) “The backer–developer connection:
Exploring crowdfunding’s influence on video game production”, New Media and
Society, Vol 17(2), pp. 198-214. Sage.
Planells, A. J. (2015) “Video games and the crowdfunding
ideology: From the gamer-buyer to the prosumer-investor”, Journal of Consumer
Culture. Online first. Prepublished October, 18, 2015. DOI: 10.1177/1469540515611200
* = http://forums.euw.leagueoflegends.com/board/
6 opmerkingen:
Game Research Discussion Point. Ik hoop dat het te volgen is.
Ik denk dat ik het een beetje snap...Maar.. Wat doen ze nu met de ideeën van de crowd?
Doet me denken aan Ronald giphart die een algemene Deler zoekt voor een mosterdsoep recept (jaja ik doe echt wel wat met je artikeltjes hoor pa)
Voor geïnteresseerden in samenstelling van algemeen recept en uiteindelijke ingrediënten. . Jullie weten me te vinden
Is te volgen, ben je daar nu mee bezig?
Is voor een vak over current approaches in game research and design. Ik moet elke week minimaal 2 discussie punten opschrijven, so be prepared! Ik zal waar nodig de tekst aanpassen voor publieker publiek.
Hub, wat is de opdracht? Een project zoeken voor crowdfunding of nagaan hoe deelnemers hun eigen inbreng willen hebben?
mijn opdracht is om een punt te maken in de huidige game financing dmv crowd sourcing op basis van bronnen. De uiteindelijke opdracht is het schrijven van een research proposal, dus een preciezere beschrijving van een interessant gebied en hoe het vinden van de gewenste bevindingen gerealiseerd kan worden (onderzoeksmethode).
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