The Videogame Industry Does Not Exist
eBook - ePub

The Videogame Industry Does Not Exist

Why We Should Think Beyond Commercial Game Production

  1. English
  2. ePUB (mobile friendly)
  3. Available on iOS & Android
eBook - ePub

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.

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Yes, you can access The Videogame Industry Does Not Exist by Brendan Keogh in PDF and/or ePUB format. We have over one million books available in our catalogue for you to explore.

Information

Publisher
The MIT Press
Year
2023
eBook ISBN
9780262374149
Edition
0

Table of contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Dedication
  5. Table of Contents
  6. Acknowledgments
  7. Introduction
  8. 1. From Videogame Industry to Videogame Fields
  9. 2. Videogame Production in Australia
  10. 3. Getting by in the Videogame Gig Economy
  11. 4. Enrolling Students into the Field
  12. 5. Embedding Gamemaking Skills
  13. 6. Scenes and Communities
  14. 7. From Videogame Field to Videogame Industries
  15. Conclusion: Centering the Field of Videogame Production
  16. References
  17. Index