The Videogame Industry Does Not Exist

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Author :
Publisher : MIT Press
ISBN 13 : 0262374145
Total Pages : 267 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis The Videogame Industry Does Not Exist by : Brendan Keogh

Download or read book The Videogame Industry Does Not Exist written by Brendan Keogh and published by MIT Press. This book was released on 2023-04-18 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 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 certain North American, European, and East Asian cities. But most videogames today, in fact, 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 much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, 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—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.

The Videogame Industry Does Not Exist

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Author :
Publisher : MIT Press
ISBN 13 : 0262545403
Total Pages : 267 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis The Videogame Industry Does Not Exist by : Brendan Keogh

Download or read book The Videogame Industry Does Not Exist written by Brendan Keogh and published by MIT Press. This book was released on 2023-04-18 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 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 certain North American, European, and East Asian cities. But most videogames today, in fact, 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 much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, 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—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.

The Unity Game Engine and the Circuits of Cultural Software

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Author :
Publisher : Springer Nature
ISBN 13 : 3030250121
Total Pages : 123 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis The Unity Game Engine and the Circuits of Cultural Software by : Benjamin Nicoll

Download or read book The Unity Game Engine and the Circuits of Cultural Software written by Benjamin Nicoll and published by Springer Nature. This book was released on 2019-08-22 with total page 123 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.

A Play of Bodies

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Author :
Publisher : MIT Press
ISBN 13 : 0262345447
Total Pages : 249 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis A Play of Bodies by : Brendan Keogh

Download or read book A Play of Bodies written by Brendan Keogh and published by MIT Press. This book was released on 2018-04-06 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

Video Games

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1474255426
Total Pages : 192 pages
Book Rating : 4.4/5 (742 download)

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Book Synopsis Video Games by : Andy Bossom

Download or read book Video Games written by Andy Bossom and published by Bloomsbury Publishing. This book was released on 2017-07-06 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.

Don't Read the Comments

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Author :
Publisher : Harlequin
ISBN 13 : 1488056560
Total Pages : 304 pages
Book Rating : 4.4/5 (88 download)

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Book Synopsis Don't Read the Comments by : Eric Smith

Download or read book Don't Read the Comments written by Eric Smith and published by Harlequin. This book was released on 2020-01-28 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Wonderfully geeky and deeply compassionate." —Marieke Nijkamp, #1 New York Times bestselling author In this charming novel by Eric Smith, two teen gamers find their virtual worlds—and blossoming romance—invaded by the real-world issues of trolling and doxing in the gaming community. We all need a place to escape the real world. For Divya and Aaron, it’s the world of online gaming. While Divya trades her rising-star status for sponsorships to help her struggling single mom pay rent, Aaron plays as a way to fuel his own dreams of becoming a game developer—and as a way to disappear when his mom starts talking about medical school. After a chance online meeting, the pair decides to team up. But they soon find themselves the targets of a group of internet trolls, who begin launching a real-world doxxing campaign, threatening Aaron’s dream and Divya’s actual life. They think they can drive her out of the game, but Divya’s whole world is on the line… And she isn’t going down without a fight. Looking for more from Eric Smith? Don't miss You Can Go Your Own Way!

The Ethics of Computer Games

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Author :
Publisher : MIT Press
ISBN 13 : 0262261537
Total Pages : 273 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis The Ethics of Computer Games by : Miguel Sicart

Download or read book The Ethics of Computer Games written by Miguel Sicart and published by MIT Press. This book was released on 2011-08-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

The Psychology of Video Games

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Author :
Publisher : Routledge
ISBN 13 : 1000194760
Total Pages : 105 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis The Psychology of Video Games by : Celia Hodent

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Rise of the Videogame Zinesters

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Author :
Publisher : Seven Stories Press
ISBN 13 : 1609803736
Total Pages : 209 pages
Book Rating : 4.6/5 (98 download)

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Book Synopsis Rise of the Videogame Zinesters by : Anna Anthropy

Download or read book Rise of the Videogame Zinesters written by Anna Anthropy and published by Seven Stories Press. This book was released on 2012-03-20 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

The Video Game Industry

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Author :
Publisher : Routledge
ISBN 13 : 1136258248
Total Pages : 272 pages
Book Rating : 4.1/5 (362 download)

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Book Synopsis The Video Game Industry by : Peter Zackariasson

Download or read book The Video Game Industry written by Peter Zackariasson and published by Routledge. This book was released on 2012-08-21 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Real Games

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Publisher : MIT Press
ISBN 13 : 0262042606
Total Pages : 219 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Real Games by : Mia Consalvo

Download or read book Real Games written by Mia Consalvo and published by MIT Press. This book was released on 2019-10-01 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

A Precarious Game

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Author :
Publisher : Cornell University Press
ISBN 13 : 1501746553
Total Pages : 142 pages
Book Rating : 4.5/5 (17 download)

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Book Synopsis A Precarious Game by : Ergin Bulut

Download or read book A Precarious Game written by Ergin Bulut and published by Cornell University Press. This book was released on 2020-03-15 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.

Game Feel

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Author :
Publisher : CRC Press
ISBN 13 : 1482267330
Total Pages : 377 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis Game Feel by : Steve Swink

Download or read book Game Feel written by Steve Swink and published by CRC Press. This book was released on 2008-10-13 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Supercade

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Author :
Publisher : National Geographic Books
ISBN 13 : 0262524201
Total Pages : 0 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Supercade by : Van Burnham

Download or read book Supercade written by Van Burnham and published by National Geographic Books. This book was released on 2003-10-24 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology. It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon. Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science—one that profoundly shaped the modern technological landscape and helped change the way people view entertainment. Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.

The Aesthetic of Play

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Author :
Publisher : MIT Press
ISBN 13 : 0262542633
Total Pages : 335 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis The Aesthetic of Play by : Brian Upton

Download or read book The Aesthetic of Play written by Brian Upton and published by MIT Press. This book was released on 2021-02-02 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: A game designer considers the experience of play, why games have rules, and the relationship of play and narrative. The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ("Why is this battle boring?") than big ones ("What does this game mean?"). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.

100 Best Video Games (That Never Existed)

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Author :
Publisher : Solaris
ISBN 13 : 1786181444
Total Pages : 256 pages
Book Rating : 4.7/5 (861 download)

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Book Synopsis 100 Best Video Games (That Never Existed) by : Nate Crowley

Download or read book 100 Best Video Games (That Never Existed) written by Nate Crowley and published by Solaris. This book was released on 2017-09-07 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE WORLD’S FIRST POST-TRUTH GAMING BOOK After rashly tweeting he would dream up an imaginary computer game for every ‘like’ received, Nate Crowley found himself on an epic quest to conjure up hundreds of entirely fictional titles. From 1980s hits like BeastEnders to modern classics like 90s Goth Soccer and BinCrab Destiny, this beautiful retrospective takes the reader on a lavish tour of the most memorable and groundbreaking games never made. Brought to hilarious life by a team of genuine videogame industry concept artists and written by a professional over-imaginer, this book doesn’t just throw out silly ideas – it expands on them in relentless, excruciating detail.

Significant Zero

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Author :
Publisher : Simon and Schuster
ISBN 13 : 1501129953
Total Pages : 304 pages
Book Rating : 4.5/5 (11 download)

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Book Synopsis Significant Zero by : Walt Williams

Download or read book Significant Zero written by Walt Williams and published by Simon and Schuster. This book was released on 2017-09-19 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: "An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--