Abandonware, Commercial Expatriation and Post-Commodity Fan Practice: A Study of the Sega Dreamcraft
dc.contributor.advisor | Lessard, Bruno | |
dc.contributor.advisor | ||
dc.creator | Deeming, Scott | |
dc.date.accessioned | 2014-07-10T15:33:05Z | |
dc.date.available | 2014-07-10T15:33:05Z | |
dc.date.copyright | 2013-09-20 | |
dc.date.issued | 2014-07-09 | |
dc.date.updated | 2014-07-09T15:56:35Z | |
dc.degree.discipline | Communication & Culture, Joint Program with Ryerson University | |
dc.degree.level | Master's | |
dc.degree.name | MA - Master of Arts | |
dc.description.abstract | This thesis explores the nature of digital gaming platforms once they have been expatriated from the consumer marketplace and have been relegated to obsolescence. In this state, abandonware becomes a site for creative interventions by active audiences, who exploit, hack and modify these consoles in order to accommodate a range of creative practices. As part of the digital toolkit for fan production, the Sega Dreamcast has become a focal point for fan based video game remix practices, whereby fan creators appropriate imagery and iconography from popular media to create new works derivative of these franchises. These fan practices subvert the proprietary protocols of digital platforms, re-contextualizing them as devices for creative intervention by practitioners, who distribute their works and the knowledge necessary to produce them, through online communities. | en_US |
dc.identifier.uri | http://hdl.handle.net/10315/27558 | |
dc.language.iso | en | en_US |
dc.rights | Author owns copyright, except where explicitly noted. Please contact the author directly with licensing requests. | |
dc.subject | Multimedia | en_US |
dc.subject | History | en_US |
dc.subject | Intellectual property | en_US |
dc.subject.keywords | Platform studies | en_US |
dc.subject.keywords | Fan practices | en_US |
dc.subject.keywords | Hacking | en_US |
dc.subject.keywords | Modding | en_US |
dc.subject.keywords | Abandonware | en_US |
dc.subject.keywords | Sega Dreamcast | en_US |
dc.subject.keywords | Videogame studies | en_US |
dc.subject.keywords | Fan studies | en_US |
dc.subject.keywords | Commodity | en_US |
dc.subject.keywords | Intellectual property | en_US |
dc.subject.keywords | Open source | en_US |
dc.subject.keywords | Freeware | en_US |
dc.title | Abandonware, Commercial Expatriation and Post-Commodity Fan Practice: A Study of the Sega Dreamcraft | en_US |
dc.type | Electronic Thesis or Dissertation |
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