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| 003 | WaSeSS | ||
| 005 | 20260515115014.0 | ||
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| 007 | cr n | ||
| 008 | 220628s2023 maua sb 001 0 eng d | ||
| 010 | _a 2022030010 | ||
| 020 |
_a9780262545402 _q(paperback) |
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| 020 |
_z9780262374149 _q(epub) |
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| 020 |
_z9780262374132 _q(pdf) |
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| 040 |
_aDLC _beng _cDLC _dWaSeSS |
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| 041 | _aEnglish | ||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aHD9993.E452 _bK46 2023 |
| 100 |
_aKeogh, Brendan. _927096 |
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| 245 | 1 | 4 |
_aThe videogame industry does not exist _b: why we should think beyond commercial game production _c/ Brendan Keogh. |
| 260 |
_aCambridge, Massachusett : _bThe MIT Press, _c[2023] |
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| 300 |
_axi, 254 pages : _billustrations ; _c23 cm |
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| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aFrom 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 | |
| 520 | _aThe 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. | ||
| 650 | 0 |
_aVideo games industry _927087 |
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| 650 | 0 |
_aVideo game designers _vInterviews. |
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| 942 | _2lcc | ||
| 999 |
_c5471 _d5471 |
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