Gaming the Edition: Modelling Scholarly Editions through Videogame Frameworks

By Jon Saklofske1, Nina Belojevic2, Alex Christie2, Sonja Sapach3, John Simpson4, INKE Research Team2

1. Acadia University 2. University of Victoria 3. University of Alberta 4. Compute Canada

This paper offers a unique model for collaborative digital scholarly edition environments that features functions and possibilities associated with game-related play, challenge, achievement, and narrativity. These proposed environments can and…

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This paper offers a unique model for collaborative digital scholarly edition environments that features functions and possibilities associated with game-related play, challenge, achievement, and narrativity. These proposed environments can and should encourage two types of technical education simultaneously: the use of the scholarly edition software, and an increasing mastery of scholarly editing practice. Further, successful models of collaboration found in Massively Multiplayer Online Role-Playing Games can be effectively used to facilitate the operation of collaborative, dynamic editing environments, and achievement "badges" along with other ways of acknowledging user contributions are effective ways to validate the gaming "levels" and "achievements" that various contributors have reached within the editing environment. Functionally incorporating these recognizable game elements into the development of digital scholarly editions generates an apprenticeship space that continually demands a performative understanding of the kinds of work that go into scholarly editing, encourages collaborative edition development, and clearly establishes who exactly has accomplished that work (and to which level).

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Original publication information:

Originally published in Digital Literary Studies Vol. 1 No. 1

Year: 2016

DOI: https://doi.org/10.18113/P8dls1159703

License: CC BY-NC-ND 4.0

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