The videogame industry does not exist : : why we should think beyond commercial game production / / Brendan Keogh.

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 certain North American, European, and East Asian cities. But m...

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Place / Publishing House:Cambridge, MA : : The MIT Press,, 2023
Year of Publication:2023
Edition:1st ed.
Language:English
Series:The MIT Press Series
Physical Description:1 online resource (267 pages)
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spelling Keogh, Brendan, author.
The videogame industry does not exist : why we should think beyond commercial game production / Brendan Keogh.
1st ed.
Cambridge, MA : The MIT Press, 2023
1 online resource (267 pages)
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The MIT Press
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
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 certain North American, European, and East Asian cities. But most videogames today, in fact, 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 much more accurate and nuanced picture of how the vast majority of videogame-makers work -- a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, 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--ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.
OCLC-licensed vendor bibliographic record.
Video games industry.
0-262-54540-3
The MIT Press Series
language English
format eBook
author Keogh, Brendan,
spellingShingle Keogh, Brendan,
The videogame industry does not exist : why we should think beyond commercial game production /
The MIT Press
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
author_facet Keogh, Brendan,
author_variant b k bk
author_role VerfasserIn
author_sort Keogh, Brendan,
title The videogame industry does not exist : why we should think beyond commercial game production /
title_sub why we should think beyond commercial game production /
title_full The videogame industry does not exist : why we should think beyond commercial game production / Brendan Keogh.
title_fullStr The videogame industry does not exist : why we should think beyond commercial game production / Brendan Keogh.
title_full_unstemmed The videogame industry does not exist : why we should think beyond commercial game production / Brendan Keogh.
title_auth The videogame industry does not exist : why we should think beyond commercial game production /
title_new The videogame industry does not exist :
title_sort the videogame industry does not exist : why we should think beyond commercial game production /
series The MIT Press
series2 The MIT Press
publisher The MIT Press,
publishDate 2023
physical 1 online resource (267 pages)
edition 1st ed.
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
isbn 0-262-37413-7
0-262-37414-5
0-262-54540-3
callnumber-first H - Social Science
callnumber-subject HD - Industries, Land Use, Labor
callnumber-label HD9993
callnumber-sort HD 49993 E452
illustrated Not Illustrated
dewey-hundreds 300 - Social sciences
dewey-tens 330 - Economics
dewey-ones 338 - Production
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dewey-raw 338.4/77948
dewey-search 338.4/77948
oclc_num 1353609896
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