Participatory culture; the WORLD of Warcraft

Amy Joyce

Media content provides the audience an alternative world, which the audience often want to see expanded. The audience engage in participatory media culture where consumers become prosumers (producers and consumers), content creators are of course aware of this culture. Thus, often creators will generate their media content to allow the audience to easily expand on this content. Creators have been doing this since 1932 where Bertolt Breecht and Walter Benjamin wanted to transform radio from a mere analogue device into a device that listeners would not only consume but also be a producer of information (Rassens 2005 p.24). Similarly today with game producers allowing the expansion of MODs.

Rassen (2005 p.24) argues that computer games are re-mediating the participatory culture, which as Rassen (2005 p.24) states was originally formed around television and films. Gaming culture has a strong history of fan communities whom have been active in creating new…

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