The Videogame Industry Does Not Exist
Title | The Videogame Industry Does Not Exist PDF eBook |
Author | Brendan Keogh |
Publisher | MIT Press |
Pages | 267 |
Release | 2023-04-18 |
Genre | Games & Activities |
ISBN | 0262545403 |
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
Title | The Unity Game Engine and the Circuits of Cultural Software PDF eBook |
Author | Benjamin Nicoll |
Publisher | Palgrave Pivot |
Pages | 0 |
Release | 2019-09-04 |
Genre | Social Science |
ISBN | 9783030250119 |
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
Title | A Play of Bodies PDF eBook |
Author | Brendan Keogh |
Publisher | MIT Press |
Pages | 249 |
Release | 2018-04-06 |
Genre | Games & Activities |
ISBN | 0262345447 |
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
Title | Video Games PDF eBook |
Author | Andy Bossom |
Publisher | Bloomsbury Publishing |
Pages | 209 |
Release | 2017-07-06 |
Genre | Computers |
ISBN | 1474255426 |
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.
Race, Culture and the Video Game Industry
Title | Race, Culture and the Video Game Industry PDF eBook |
Author | Sam Srauy |
Publisher | Taylor & Francis |
Pages | 148 |
Release | 2024-04-29 |
Genre | Social Science |
ISBN | 1040018548 |
A detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s. Offering historical analysis of the video game industries (console, PC, and indie) from a critical, political economic lens, this book specifically examines the history of how such practices created, enabled, and maintained racism through the imagined ‘gamer.’ The book explores how the cultural and economic landscape of the United States developed from the 1970s through the 2000s and explains how racist attitudes are reflected and maintained in the practices of video games production. These practices constitute a 'Vicious Circuit' that normalizes racism and the centrality of an imagined gamer identity. It also explores how the industry, from indie game developers to larger profit-driven companies, responded to changing attitudes in the 2010s, where racism and lack of diversity in games was frequently being noted. The book concludes by offering potential solutions to combat this ‘Vicious Circuit’. A vital contribution to the study of video games that will be welcomed by students and scholars in the fields of media studies, cultural studies, game studies, critical race studies, and beyond.
Don't Read the Comments
Title | Don't Read the Comments PDF eBook |
Author | Eric Smith |
Publisher | Harlequin |
Pages | 304 |
Release | 2020-01-28 |
Genre | Young Adult Fiction |
ISBN | 1488056560 |
"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
Title | The Ethics of Computer Games PDF eBook |
Author | Miguel Sicart |
Publisher | MIT Press |
Pages | 273 |
Release | 2011-08-19 |
Genre | Social Science |
ISBN | 0262261537 |
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.