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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Main Author: Keogh, Brendan
Format: Online
Language:English
Published: The MIT Press 2023
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Online Access:ONIX_20230731_9780262374132_18
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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.
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institution Directory of Open Access Books
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publishDate 2023
publishDateRange 2023
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publisher The MIT Press
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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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