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Game production studies /

Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Sotamaa, Olli (Editor ), Švelch, Jan (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam : Amsterdam University Press, [2021]
Colección:Games and play (Amsterdam, Netherlands) ; 5.
Temas:
Acceso en línea:Texto completo

MARC

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245 0 0 |a Game production studies /  |c edited by Olli Sotamaa and Jan Švelch. 
264 1 |a Amsterdam :  |b Amsterdam University Press,  |c [2021] 
300 |a 1 online resource (357 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Games and play ;  |v 5 
504 |a Includes bibliographical references and index. 
520 |a Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, 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 costs. 
588 0 |a PDF (JSTOR, viewed March 22, 2021). 
505 0 0 |t Frontmatter --  |t Table of Contents --  |t Introduction: Why Game Production Matters? --  |t Contributors --  |t Labour --  |t 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation --  |t 2. Self-Making and Game Making in the Future of Work --  |t 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a 'Global Games' Era --  |t 4. Intermediating the Everyday : Indie Game Development and the Labour of Co-Working Spaces --  |t Development --  |t 5. Game Developers Playing Games : Instrumental Play, Game Talk, and Preserving the Joy of Play --  |t 6. Game Development Live on Twitch : Observations of Practice and Educational Synergies --  |t 7. Unity Production: Capturing the Everyday Game Maker Market --  |t 8. More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development --  |t Publishing & Monetization --  |t 9. How to Study Game Publishers: Activision Blizzard's Corporate History --  |t 10. Who Creates Microtransactions : The Production Context of Video Game Monetization --  |t 11. Regulating In-Game Monetization : Implications of Regulation on Games Production --  |t Regional Perspectives --  |t 12. Promises of the Periphery : Producing Games in the Communist and Transformation-Era Czechoslovakia --  |t 13. Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry --  |t 14. The Development of Greater China's Games Industry : From Copying to Imitation to Innovation --  |t Before and After: Towards Inclusive Production Studies, Theories, and Methods --  |t Complete Bibliography --  |t Index 
590 |a JSTOR  |b Books at JSTOR All Purchased 
590 |a JSTOR  |b Books at JSTOR Open Access 
650 0 |a Video games industry. 
650 0 |a Video games  |x Design. 
650 6 |a Jeux vidéo  |x Industrie. 
650 6 |a Jeux vidéo  |x Conception. 
650 7 |a Media studies.  |2 bicssc 
650 7 |a Computer games design.  |2 bicssc 
650 7 |a NON-CLASSIFIABLE.  |2 bisacsh 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Computer games industry  |2 fast 
650 7 |a Video games  |x Design  |2 fast 
650 7 |a Video games industry  |2 fast 
653 |a video games, production studies, game industry. 
655 4 |a Electronic books. 
700 1 |a Sotamaa, Olli,  |e editor. 
700 1 |a Švelch, Jan,  |e editor. 
830 0 |a Games and play (Amsterdam, Netherlands) ;  |v 5. 
856 4 0 |u https://jstor.uam.elogim.com/stable/10.2307/j.ctv1hp5hqw  |z Texto completo 
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