I found Grimes’ discussion of
the LittleBigPlanet video game and
its ability to generate a ‘cultural scene’ (Grimes Sara M., 2015, p.379) very
intriguing. I previously knew that many video games and consoles themselves
promote social interaction amongst users or players. However, the LittleBigPlanet game appears to cause
this social engagement to rise to the next level through forums, sharing of
user-generated content (UGC), persuading users to comment on and rate UGC, and influencing
occurrences of social events or activities (Grimes Sara M., 2015, p.382). Something that I found even more interesting
is how the Media Molecule company manipulates players and fans to effectively
advertise the LittleBigPlanet game
for them by providing players with a ‘Fansite Kit’ (Grimes Sara M., 2015, p.383),
which is “brand-consistent” (Grimes Sara M., 2015, p.383). While the company
exerts substantial control over players’ creations and players are unable to
tinker with the code of the game, I agree with Westecott’s assertion that the
game’s features are valuable for players as these features reflect “DIY and
maker movements” (Grimes Sara M., 2015, p.384). I believe that the game’s
ability to provide “empowerment” (Grimes Sara M., 2015, p.384) for players outweighs
the level of control the company implements.
References
Grimes,
Sara M. (2015) Little Big Scene: Making and playing culture in Media Molecule's
LittleBigPlanet. Cultural Studies 29(3): 379-400.
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Alicja
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