The videogame industry does not exist : why we should think beyond commercial game production / Brendan Keogh.
2023
HD9993.E452
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Details
Title
The videogame industry does not exist : why we should think beyond commercial game production / Brendan Keogh.
Author
ISBN
0262374137 (electronic bk.)
9780262374132 (electronic bk.)
9780262545402
9780262374132 (electronic bk.)
9780262545402
Published
Cambridge, MA : The MIT Press, 2023
Language
English
Description
1 online resource (248 pages).
Call Number
HD9993.E452
Dewey Decimal Classification
338.4/77948
Summary
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.
Source of Description
OCLC-licensed vendor bibliographic record.
Series
The MIT Press
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