The Videogame Industry Does Not Exist
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 videogam...
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| Format: | Online |
| Language: | English |
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The MIT Press
2023
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| Online Access: | ONIX_20230731_9780262374132_18 |
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| _version_ | 1869518581062959104 |
|---|---|
| author | Keogh, Brendan |
| author_browse | Keogh, Brendan |
| author_facet | Keogh, Brendan |
| author_sort | Keogh, Brendan |
| collection | Directory of Open Access Books |
| description | 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. |
| format | Online |
| id | doab-20.500.12854ir-111584 |
| institution | Directory of Open Access Books |
| language | eng |
| publishDate | 2023 |
| publishDateRange | 2023 |
| publishDateSort | 2023 |
| publisher | The MIT Press |
| publisherStr | The MIT Press |
| record_format | ojs |
| spelling | doab-20.500.12854ir-1115842024-04-14T10:29:14Z The Videogame Industry Does Not Exist Keogh, Brendan game development videogames cultural industries creative industries creativity field theory Bourdieu Australia digital media platformisation creative labour indie thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNV Civil service and public sector 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. 2023-07-31T10:53:59Z 2023-07-31T10:53:59Z 2023 book ONIX_20230731_9780262374132_18 9780262374132 9780262545402 https://directory.doabooks.org/handle/20.500.12854/111584 eng The MIT Press image/jpeg n/a https://doi.org/10.7551/mitpress/14513.001.0001 The MIT Press The MIT Press 10.7551/mitpress/14513.001.0001 10.7551/mitpress/14513.001.0001 ae0cf962-f685-4933-93d1-916defa5123d 9780262374132 9780262545402 The MIT Press 264 Cambridge open access |
| spellingShingle | game development videogames cultural industries creative industries creativity field theory Bourdieu Australia digital media platformisation creative labour indie thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNV Civil service and public sector Keogh, Brendan The Videogame Industry Does Not Exist |
| title | The Videogame Industry Does Not Exist |
| title_full | The Videogame Industry Does Not Exist |
| title_fullStr | The Videogame Industry Does Not Exist |
| title_full_unstemmed | The Videogame Industry Does Not Exist |
| title_short | The Videogame Industry Does Not Exist |
| title_sort | videogame industry does not exist |
| topic | game development videogames cultural industries creative industries creativity field theory Bourdieu Australia digital media platformisation creative labour indie thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNV Civil service and public sector |
| topic_facet | game development videogames cultural industries creative industries creativity field theory Bourdieu Australia digital media platformisation creative labour indie thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNV Civil service and public sector |
| url | ONIX_20230731_9780262374132_18 |
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