Game Production Studies
Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within...
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| Format: | eBook |
|---|---|
| Language: | English |
| Published: |
Netherlands
Amsterdam University Press
2021
Routledge Taylor & Francis |
| Edition: | 1 |
| Series: | Games and Play |
| Subjects: | |
| ISBN: | 9789463725439, 9463725431, 9048551730, 9789048551736, 9781041179979, 1041179979, 1003696309, 9781040787359, 9781040776025, 1040776027, 1040787355, 9781003696308 |
| Online Access: | Get full text |
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| Abstract | Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, 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 cost. The contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes. |
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| AbstractList | Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, 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 cost. The contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes. Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies , an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, 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 cost. In this book, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. |
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| Copyright | O. Sotamaa and J. Švelch / Taylor & Francis Group 2021 Copyright held by content provider |
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| Keywords | Computer games design video games, production studies, game industry GAMES TECHNOLOGY & ENGINEERING South Telecommunications Media studies AUP Wetenschappelijk Science and Technology Game Studies General SOCIAL SCIENCE Film, Media, and Communication |
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| PublicationPlace | Netherlands |
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| PublicationSeriesTitle | Games and Play |
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| Snippet | In this book, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to... Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As... |
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| SubjectTerms | Cultural and media studies game industry Games & Activities History History and Archaeology Media Studies production studies Recreational & performing arts Social Science Society and culture: general Society and Social Sciences Technology & Engineering Telecommunications video games |
| Title | Game Production Studies |
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