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Description In Chapters 5 and 6 of Rise of the Videogame Zinesters, Anna Anthropy challenges the id ...


Description In Chapters 5 and 6 of Rise of the Videogame Zinesters, Anna Anthropy challenges the idea that games should be made by trained professionals with access to expensive tools and years of industry experience. Instead, she argues that games should be made by everyone, especially people who have never seen themselves represented—people with specific, personal stories to tell. The more particular and personal a game is, the more valuable it becomes. Discussion Prompt: What does Anthropy mean by “personal games”? Why does she value them so highly—and how does her position contrast with mainstream assumptions about what makes a “good” game? Anthropy believes more people should be making games, especially those who’ve historically been excluded. What obstacles—internal or external—might prevent someone from doing that? ? How does the reading help you think differently about authorship, access, or even your own relationship to making? ???? Requirements: 200–300 words Engage directly with Anthropy’s arguments and examples Due Saturday at 11:59 PM (Canvas locks automatically) User generated content is uploaded by users for the purposes of learning and should be used following Studypool's honor code & terms of service.



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