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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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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
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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.


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


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Independent videogames : cultures, networks, techniques and politics
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ISBN: 0367336219 100020099X 9781000200997 9781000201154 1000201155 9781000201079 1000201074 9780367336219 0367336200 9780367336202 Year: 2021 Publisher: London ; New York : Routledge, Taylor & Francis Group,

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

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The invisible hand in virtual worlds : the economic order of video games
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ISBN: 110888489X 1108967159 1108839711 Year: 2021 Publisher: Cambridge : Cambridge University Press,

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Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, more than any other form of media, demonstrate the power and creative potential of human choice - an idea that's also the foundation of economic thinking. Whether it's developing trade relations, or the use of money, or even complex legal institutions, virtual worlds provide a captivating and entertaining arena for studying economic behavior in its most dynamic forms. The overarching theme of the volume is the economic order that governs virtual worlds, and the many ways individuals work together, often without knowing it, to govern their social relations in digital space.


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

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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.


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SIGGRAPH Asia 2015 R&D in the video game industry.
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ISBN: 1450339344 Year: 2015 Publisher: New York : ACM,


Book
Game production studies
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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
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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.

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