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006 m d
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008 220628s2023 maua sb 001 0 eng d
010 _a 2022030010
020 _a9780262545402
_q(paperback)
020 _z9780262374149
_q(epub)
020 _z9780262374132
_q(pdf)
040 _aDLC
_beng
_cDLC
_dWaSeSS
041 _aEnglish
042 _apcc
050 0 0 _aHD9993.E452
_bK46 2023
100 _aKeogh, Brendan.
_927096
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]
300 _axi, 254 pages :
_billustrations ;
_c23 cm
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
650 0 _aVideo game designers
_vInterviews.
942 _2lcc
999 _c5471
_d5471