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 noncommercial 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.
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 noncommercial 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.
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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 noncommercial 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.
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 noncommercial 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.
Last updated at 18/11/2024 19:53:36
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Dimensions | 152 x 229 x 18.03mm | 430.91g |
Imprint | MIT Press |
Publication City/Country | United States |
Language | English |
Illustrations note | 3 B&W ILLUS |
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Dimensions | 152 x 229 x 18.03mm | 430.91g |
Imprint | MIT Press |
Publication City/Country | United States |
Language | English |
Illustrations note | 3 B&W ILLUS |