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The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom -- in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work -- a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes -- all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production--ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.
Video games industry. --- Computer games industry --- Electronic games industry --- Internet games industry --- Video game industry --- Electronic industries --- Toy industry
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Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.
Computer games --- Electronic games industry. --- Electronic industries --- Toy industry --- Social aspects. --- Computer games industry --- Electronic games industry --- Internet games industry --- Video game industry --- Video games --- Video games industry.
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Computer games industry. --- Computer game industry --- Electronic games industry --- Computer games industry --- E-books --- Internet games industry --- Video game industry --- Electronic industries --- Toy industry --- Video games industry.
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Electronic games industry --- New products --- Industrial efficiency --- Management. --- Electronic industries --- Toy industry --- Computer games industry --- Internet games industry --- Video game industry
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Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
Video games -- Social aspects. --- Video games --- Social Sciences --- Recreation & Sports --- Social aspects --- Video games industry --- Social aspects. --- Video game industry --- Electronic games industry --- Video games - Social aspects --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.
video games, production studies, game industry. --- Computer games industry. --- Computer games --- Video games industry. --- Video games --- Design. --- Video game industry --- Electronic games industry --- Computer game industry --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Design
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The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider and Alone in the Dark were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, so far, almost non-existent yet necessary academic endeavour: a story of the works, authors, styles and cultures of the European videogame.
Video games --- Video games industry --- Video game industry --- Electronic games industry --- Television games --- Videogames --- Electronic games --- videospill --- Europe, video game, culture, design, representation. --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games
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Based on their extensive research into the business and marketing strategies of the video game industry, David Wesley and Gloria Barczak consider how and why, in the search for the holy grail of high definition gaming, many companies have become ensnared in a 'performance trap' that causes them to lose sight of the customer. The history of technology is littered with examples of superior products that either failed or sold poorly relative to technically inferior competing products. Innovation and Marketing in the Video Game Industry examines the factors behind success and failure and identifie
Video games industry --- Video games --- Jeux vidéo --- Marketing --- Industrie --- Commercialisation --- Video games -- Innovation. --- Video games -- Marketing. --- Video games industry. --- Business & Economics --- Industries --- Marketing. --- Jeux vidéo --- Television games --- Videogames --- Video game industry --- Electronic games --- Electronic games industry --- E-books --- Computer games --- Internet games --- Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming
Electronic games industry. --- Internet games. --- Technological innovations. --- Electronic games industry --- Technological innovations --- Industries --- Recreation & Sports --- Business & Economics --- Social Sciences --- Breakthroughs, Technological --- Innovations, Industrial --- Innovations, Technological --- Technical innovations --- Technological breakthroughs --- Technological change --- Electronic industries --- Toy industry --- Creative ability in technology --- Inventions --- Domestication of technology --- Innovation relay centers --- Research, Industrial --- Technology transfer --- Computer games industry --- Internet games industry --- Video game industry --- Video games industry.
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Dal Yong Jin examines the rapid growth of the Korean online game industry from the perspective of political economy, discussing it in social, cultural & economic contexts.
COMPUTERS --- Internet / General --- Internet games --- Video games industry --- Social Sciences --- Recreation & Sports --- Social aspects --- Economic aspects --- History --- History. --- Video game industry --- Electronic games industry --- Electronic games --- E-books --- GAME STUDIES/Online Games --- CULTURAL STUDIES/Global Studies --- SOCIAL SCIENCES/Media Studies --- K9397 --- Korea: Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Television games --- Videogames --- Games --- Video games
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