
The Videogame Industry Does Not Exist
Why We Should Think Beyond Commercial Game Production
- English
- ePUB (mobile friendly)
- Available on iOS & Android
The Videogame Industry Does Not Exist
Why We Should Think Beyond Commercial Game Production
About this book
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.
Frequently asked questions
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Information
Table of contents
- Cover
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Acknowledgments
- Introduction
- 1. From Videogame Industry to Videogame Fields
- 2. Videogame Production in Australia
- 3. Getting by in the Videogame Gig Economy
- 4. Enrolling Students into the Field
- 5. Embedding Gamemaking Skills
- 6. Scenes and Communities
- 7. From Videogame Field to Videogame Industries
- Conclusion: Centering the Field of Videogame Production
- References
- Index