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| Video games and related participatory media are expressed through a very diverse set of practices yet are often presented in through narrow channels of distribution. There is a common perception that video games are commercially produced, played domestically, | Video games and related participatory media are expressed through a very diverse set of practices yet are often presented in through narrow channels of distribution. There is a common perception that video games are commercially produced, played domestically, | ||
| - | Practitioners of this movement define the various goals mentioned above. Some aim for the recognition of games underrepresented by established cultural venues, or more importantly, | + | Practitioners of this movement define the various goals mentioned above. Some aim for the recognition of games underrepresented by established cultural venues, or more importantly, |
| The collective authorship of this document represents the collaboration of practitioners directly involved in this movement. In comparing our experiences during the Game Art International Assembly symposia held in 2019 and 2021, we found that similar models of how to support video games within local and regional communities have organically appeared in different parts of the world. The events, organizations, | The collective authorship of this document represents the collaboration of practitioners directly involved in this movement. In comparing our experiences during the Game Art International Assembly symposia held in 2019 and 2021, we found that similar models of how to support video games within local and regional communities have organically appeared in different parts of the world. The events, organizations, | ||