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Game Production Studies [Kõva köide]

Contributions by (Concordia University), Contributions by (University of Waterloo), Contributions by (American University), Edited by , Contributions by (University of Toronto Scarborough), Contributions by (Charles University), Edited by , Contributions by (University of Waterloo), Contributions by (ITU Copenhagen), Contributions by (University of Paris 13 Villetaneuse)
  • Formaat: Hardback, 356 pages, kõrgus x laius: 234x156 mm, 4 Illustrations, black and white
  • Sari: Games and Play
  • Ilmumisaeg: 18-Mar-2021
  • Kirjastus: Amsterdam University Press
  • ISBN-10: 9463725431
  • ISBN-13: 9789463725439
Teised raamatud teemal:
  • Formaat: Hardback, 356 pages, kõrgus x laius: 234x156 mm, 4 Illustrations, black and white
  • Sari: Games and Play
  • Ilmumisaeg: 18-Mar-2021
  • Kirjastus: Amsterdam University Press
  • ISBN-10: 9463725431
  • ISBN-13: 9789463725439
Teised raamatud teemal:
1. Production as a major factor of video game culture Media research often revolves around the triumvirate of texts, audiences, and industries as its main focal points. Writing in 2017, Aphra Kerr, the leading expert on video game industry, noted that video game production is an understudied area both in game studies and in media studies more broadly, especially when compared to how much has been written games and players. This edited collection aims to address this research gap by zooming in on particular issues connected to labor, development, publishing, and monetization and catch up on other areas of research, such as screen studies, which started paying attention to production decades ago. 2. A contextualized treatment of video game production As the first collection to exclusively focus on video game production, Game Production Studies offers a unique package of 16 chapters, which explore major themes of labor, development, publishing, and monetization. Building upon the rich foundations of production studies, the collection combines various methodological approaches in order to analyze the cultural practices of video game production. Altogether, it tackles a wide range of issues and topics and aspires to provide the go-to resource for anyone interested in video game production. 3. Timely case studies from across the world This edited collection brings together 16 all-new essays based on empirical research carried out in recent years across the world. Our contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes. Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, 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 cost.

Arvustused

"The outstanding collection Game Production Studies, edited by Sotamaa and Svelch (2021), exemplifies critical games' studies potential to speak to wider sociocultural, political, and economic contexts, to leverage diverse methodologies and theoretical frameworks, and to work across disciplinary boundaries." - Felan Parker, Creative Industries Journal, December 2021

"A long-awaited and deeply important collection of original studies, theoretical framings and reflective pieces on the economic, cultural and political structures that influence game making practices around the globe. [ ...] Sotamaa and Svelch's book Game Production Studies is in open access, so there are absolutely no excuses for not visiting these works and building (critically) on top of them. Congratulations to the authors and editors! It is good to continue from here." - Annakaisa Kultima, Game Studies, Volume 21, Issue 4 (2021)

"An excellent and much-needed collection exploring the politics, economics, and cultures of the contexts of games production. Essential reading for anyone interested in the making of games, with chapters engaging in theoretically and methodologically innovative studies spanning diverse geographic contexts and sites of production." - Alison Harvey, York University

"This timely, authoritative and accessible volume is underpinned by a collective concern not only to describe and analyse game production, but also to identify and suggest more equitable and sustainable alternatives to current labour and production practices. As such it will prove a key text in study of games and games production, and the digital cultural industries more generally." - Seth Giddings, University of Southampton

Introduction: Why Game Production Matters? 7(22)
Olli Sotamaa
Jan Svelch
Labour
1 Hobbyist Game Making Between Self-Exploitation and Self-Emancipation
29(18)
Brendan Keogh
2 Self-Making and Game Making in the Future of Work
47(18)
Aleena Chia
3 Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a `Global Games' Era
65(18)
Hovig Ter Minassian
Vinciane Zabban
4 Intermediating the Everyday: Indie Game Development and the Labour of Co-Working Spaces
83(20)
Pierson Browne
Brian R. Schram
Development
5 Game Developers Playing Games: Instrumental Play, Game Talk, and Preserving the Joy of Play
103(20)
Olli Sotamaa
6 Game Development Live on Twitch: Observations of Practice and Educational Synergies
123(18)
Mia Consalvo
Andrew Phelps
7 Unity Production: Capturing the Everyday Game Maker Market
141(18)
Chris J. Young
8 More Than One Flop from Bankruptcy: Rethinking Sustainable Independent Game Development
159(20)
John Banks
Brendan Keogh
Publishing & Monetization
9 How to Study Game Publishers: Activision Blizzard's Corporate History
179(18)
David B. Nieborg
10 Who Creates Microtransactions: The Production Context of Video Game Monetization
197(20)
Lies van Roessel
Jan SveLch
11 Regulating In-Game Monetization: Implications of Regulation on Games Production
217(20)
Matthew E. Perks
Regional Perspectives
12 Promises of the Periphery: Producing Games in the Communist and Transformation-Era Czechoslovakia
237(20)
Jaroslav Svetch
13 Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry
257(18)
Anna M. Ozimek
14 The Development of Greater China's Games Industry: From Copying to Imitation to Innovation
275(18)
Akinori Aki'Nakamura
Hanna Wirman
Before and After: Towards Inclusive Production Studies, Theories, and Methods 293(16)
Aphra Kerr
Complete Bibliography 309(38)
Index 347
Olli Sotamaa is an associate professor of game cultures studies at Tampere University, Finland. Jan Svelch is a researcher at the Faculty of Social Sciences and the Faculty of Arts at Charles University, Czechia.