| Editorial Playing with Convergence (2007) | |||||||||||||||
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| What is a game, or what are video game studies now? How can we match the changes in videogames – as a set of technologies, as cultural practices, and as a feature of our everyday media experiences – with supple, inclusive ways of theorizing them? Where can we look in order to see the way in which the articles collected in this special issue, Playing with Convergence, are pointing? At the time of writing, video demos for Sony’s Home for the PlayStation 3 were circulating following its unveiling at GDC 2007. Home provides a high-definition, threedimensional interactive space in which users can meet, communicate, craft custom avatars, download special content and customize personal virtual spaces. As well as offering access to games and downloadable content from within its ‘metaverse’-flavoured environment, Home enables players to talk, via USB keyboards or headsets, and to form relationships which they then can take into multiplayer game experiences. The games the players can access through Home include titles such as Little Big Planet. This is a three-dimensional platformer which embeds the production of usergenerated content into its gameplay. As a result of such developments, Sony employee | |||||||||||||||
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