![]() ![]() ![]() Most research dedicated to hacking mainly examines it as a social practice, by questioning its relationship with the industry: What are the economic consequences of hacking? (Postigo, 2007 Nieborg and Graaf, 2008) What legal problems can it cause, especially in terms of copyright? (Scacchi, 2010 Nieborg, 2005 Postigo, 2008) Do hackers show subversion regarding mainstream video games (Sihvonen, 2011), or are they only aspiring professionals trying to rejoin the industry (Laukkanen, 2005 Morris, 2003) and volunteering (or even being exploited by the studios through a kind of “playbour”)? (Kücklich, 2005 Sotamaa, 2007)Ĥ 1. ![]() Introduction: Definition and Perspectives Hacking (≈“modding”) = creative practice that consists in modifying some elements of a game (characters, levels, maps, sprites, etc.) in order to create a renewed version, or even a fully fledged new game “Partial conversions” “Total conversions” Ex.: Sonic in Super Mario World Ex.: Half-Life (left) Vs. Presentation on theme: "Between Freedom and Constraint -ROM Hacking of Pokémon Games-"- Presentation transcript:ġ Between Freedom and Constraint -ROM Hacking of Pokémon Games-įanny Barnabé Marie-Curie COFUND postdoctoral fellow, co-funded by the European Union PhD in Letters University of Liège (Belgium) Member of the Liège GameLabĢ 1. ![]()
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