|Title:||Minecraft as Web 2.0: Amateur Creativity & Digital Games|
|Citation:||Lastowka, Greg, Minecraft as Web 2.0: Amateur Creativity & Digital Games (October 5, 2011). Available at SSRN: https://ssrn.com/abstract=1939241 or http://dx.doi.org/10.2139/ssrn.1939241|
|Link(s):||Open Access,Open Access|
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|About the Data|
|Data Description:||TK VG|
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|Cross Country Study?:||No|
|Government or policy study?:||No|
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The paper considers how the digital game Minecraft has both enabled and benefited from various Web 2.0 practices. Lastowka begins with an explanation of the concept of Web 2.0 and then considers how that concept applies to the space of digital games. He then looks at Minecraft specifically. As he explains, Minecraft’s surprising success as an “indie” game is largely attributable to the ways in which it draws upon amateur creativity. Lastowka finally concludes the chapter by suggesting that more games like Minecraft may be socially desirable, but notes that current intellectual property laws discourage the creation of these sorts of games.
Main Results of the Study
- Video games are to be seen as a part of the Web 2.0, as they are an incentive for amateur creativity and user generated content.
- Minecraft is an excellent and extraordinary example for this, since it has incetivised the creation of comprehensive content which builds the explanatory infrastructure sourounding the game; "inter alia" YouTube Videos, Skins, Mods, Wikis.
- Amateur content and creativity is socially desirable because amateur producers are not restricted to creating commercially viable commodities, what allows their projects to be experimental, personally expressive, and politically controversial.
- Current policies do not incentivise amateur creativity.
- The growth of the Web 2.0 concept is a threat to the business models of the traditional entertainment industry.
Policy Implications as Stated By Author
- Copyright laws call for a better structure to promote amateur creativity within the Web 2.0.
Coverage of Study