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Game development tools shape and are shaped by the kinds of games they are used to produce as well as the underlying technologies of game consoles. The roles, sites, and means by which users are allowed to or encouraged to engage with (co)creative tools significantly impacts the kinds of interventions users may make. The article makes the argument that tools, like Mario Factory, form a technological foundation for (co)creation, participatory design, and convergence at a level that differs significantly from the current forms.<\/jats:p>","DOI":"10.1177\/1555412013493132","type":"journal-article","created":{"date-parts":[[2013,7,11]],"date-time":"2013-07-11T08:02:27Z","timestamp":1373529747000},"page":"161-180","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":7,"title":["Wither\n                    <i>Mario Factory<\/i>\n                    ?"],"prefix":"10.1177","volume":"8","author":[{"given":"Casey","family":"O'Donnell","sequence":"first","affiliation":[{"name":"Michigan State University, East Lansing, MI, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","published-online":{"date-parts":[[2013,7,11]]},"reference":[{"key":"bibr1-1555412013493132","unstructured":"E-Line Media. (2010). 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