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Book
The videogame industry does not exist : why we should think beyond commercial game production
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ISBN: 0262374137 0262374145 0262545403 Year: 2023 Publisher: Cambridge, MA : The MIT Press,

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Abstract

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.

Game work
Author:
ISBN: 0817351256 0817381422 9780817381424 0817314180 9780817314187 9780817351250 Year: 2004 Publisher: Tuscaloosa, Ala. University of Alabama Press

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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.


Book
Customer competences and innovation capability : empirical investigation for the example of the German video games industry
Author:
ISBN: 3736949162 9783736949164 9783954049165 Year: 2015 Publisher: Gottingen, [Germany] : Cuvillier Verlag,


Book
The efficiency and creativity of product development : lessons from the game software industry in Japan
Author:
ISBN: 9811677433 9811677425 Year: 2022 Publisher: Singapore : Springer,

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Book
Utopic dreams and apocalyptic fantasies
Authors: --- ---
ISBN: 0739147005 9786612921872 0739147021 1282921878 9780739147009 9780739147023 9780739147023 9781282921870 6612921870 Year: 2010 Publisher: Lanham, Md. Rowman & Littlefield Publishers

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Abstract

Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.


Book
Game production studies
Authors: --- ---
ISBN: 9048551730 Year: 2021 Publisher: Amsterdam : Amsterdam University Press,

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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.


Book
Perspectives on the European videogame
Authors: ---
ISBN: 9048550629 9463726225 904856185X Year: 2022 Publisher: Amsterdam : Amsterdam University Press,

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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.


Book
Innovation and Marketing in the Video Game Industry
Authors: ---
ISBN: 9780566091674 0566091674 9780566091681 0566091682 9786612535888 1282535889 1317116496 131711650X 9781317116493 9781282535886 6612535881 9781317116509 9781315588612 9781317116486 1315588617 Year: 2010 Publisher: Farnham [Surrey, England] Gower

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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


Book
Innovation and strategy of online games
Author:
ISBN: 1848163568 9781848163560 9786612441332 1282441337 1848163576 9781848163577 9781282441330 661244133X Year: 2009 Publisher: London Singapore Hackensack, NJ Imperial College Press Distributed by World Scientific

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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


Book
Korea's online gaming empire
Author:
ISBN: 0262014769 9786612899225 0262289512 1282899228 9780262289511 9780262014762 0262288966 9781282899223 9780262288965 6612899220 Year: 2010 Publisher: Cambridge, Mass. MIT Press

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Abstract

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.

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