Narrow your search

Library

FARO (5)

KU Leuven (5)

LUCA School of Arts (5)

Odisee (5)

Thomas More Kempen (5)

Thomas More Mechelen (5)

UCLL (5)

UGent (5)

ULB (5)

ULiège (5)

More...

Resource type

book (5)


Language

English (5)


Year
From To Submit

2023 (1)

2021 (1)

2020 (2)

2017 (1)

Listing 1 - 5 of 5
Sort by

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

Loading...
Export citation

Choose an application

Bookmark

Abstract

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

Loading...
Export citation

Choose an application

Bookmark

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.


Book
A Precarious Game : The Illusion of Dream Jobs in the Video Game Industry
Author:
ISBN: 1501746545 1501746529 1501746553 1501746537 Year: 2020 Publisher: Ithaca : Baltimore, Md. : ILR Press, an imprint of Cornell University Press, Project MUSE,

Loading...
Export citation

Choose an application

Bookmark

Abstract

"This book reveals the unequal politics of game development as a dream job, which only privileged subjects can enjoy, while many others have to face significant social and individual costs"---


Book
Metagaming : playing, competing, spectating, cheating, trading, making, and breaking videogames
Authors: ---
ISBN: 9781452954158 1452954151 0816687161 9780816687169 Year: 2017 Publisher: Minneapolis : University of Minnesota Press,

Loading...
Export citation

Choose an application

Bookmark

Abstract

"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--


Book
Digital Gaming and the Advertising Landscape
Author:
ISBN: 904853867X 9462987157 9789048538676 Year: 2020 Publisher: Baltimore, Maryland : Project Muse,

Loading...
Export citation

Choose an application

Bookmark

Abstract

The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. *Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.

Listing 1 - 5 of 5
Sort by