The Locator -- [(subject = "Jeux vidéo")]

77 records matched your query       


Record 5 | Previous Record | MARC Display | Next Record | Search Results
Author:
Keogh, Brendan, author.
Title:
The videogame industry does not exist : why we should think beyond commercial game production / Brendan Keogh.
Publisher:
The MIT Press,
Copyright Date:
2023
Description:
xi, 254 pages : illustrations ; 23 cm
Subject:
Video games industry.
Video game designers--Interviews.
Développeurs de jeux vidéo--Entretiens.
BUSINESS & ECONOMICS / Economics / General.
Video game designers
Video games industry
Interviews
Notes:
Includes bibliographical references (pages 219-242) and index.
Contents:
Introduction -- From videogame Industry to videogame fields -- Videogame production in Australia -- Getting by in the videogame gig economy -- Enrolling students into the field -- Embedding gamemaking skills -- Scenes and communities -- From videogame field to videogame industries -- Conclusion.
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 North America, Europe, and East Asia. But, in reality, most videogames today 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 more accurate and nuanced picture of how the vast majority of videogame-makers work. Drawing on insights from over 400 game developers, 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 and reveals the diverse and precarious communities, identities, and approaches that make it a significant cultural practice." -- Provided by publisher
ISBN:
0262545403
9780262545402
OCLC:
(OCoLC)1337523094
LCCN:
2022030010
Locations:
OZAX845 -- Northwestern College - DeWitt Library (Orange City)

Initiate Another SILO Locator Search

This resource is supported by the Institute of Museum and Library Services under the provisions of the Library Services and Technology Act as administered by State Library of Iowa.