2016
DOI: 10.4324/9780203521588
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Inside the Video Game Industry

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Cited by 10 publications
(3 citation statements)
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“…Important early exceptions that have paved the way for the critical study of video game production include Digital Play: The Interaction of Technology, Culture, and Marketing (2003) by Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter and The Business and Culture of Digital Games (2006) by Aphra Kerr. In the past decade, a few book-length academic volumes have touched upon the critical issues of the video game industry (Conway and deWinter 2015;Fung 2016;Ruggill et al 2017;Zackariasson and Wilson 2012), but none of them have put the focus solely on video game production. At the same time, film studies and media studies have discussed the importance of 'production studies' (M. J.…”
Section: The State Of Game Productionmentioning
confidence: 99%
“…Important early exceptions that have paved the way for the critical study of video game production include Digital Play: The Interaction of Technology, Culture, and Marketing (2003) by Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter and The Business and Culture of Digital Games (2006) by Aphra Kerr. In the past decade, a few book-length academic volumes have touched upon the critical issues of the video game industry (Conway and deWinter 2015;Fung 2016;Ruggill et al 2017;Zackariasson and Wilson 2012), but none of them have put the focus solely on video game production. At the same time, film studies and media studies have discussed the importance of 'production studies' (M. J.…”
Section: The State Of Game Productionmentioning
confidence: 99%
“…There are huge numbers of games being published with over ten thousand released on the popular video game digital distribution service ‘Steam’ alone in 2020, or around 600 to a thousand per month [ 3 ]. With such a saturated and competitive market, it is often difficult and expensive for game developers to reach the right market of players, and for players to easily find games which suit their needs [ 4 ]. Given the sheer number of games available, paired with the subjective nature of game experiences [ 5 ] and misleading advertising practices common within the industry, the complex task of choosing a game to play has become inherently challenging.…”
Section: Introductionmentioning
confidence: 99%
“…Research also examines such below-the-line labor as the employment precarity of game testers, the affective labor of community managers of online games, and the gendered work of game promotion (e.g., Bulut 2015; deWinter et al 2016; Huntemann 2013; Kerr and Kelleher 2015; Taylor et al 2009). A second area of inquiry is the creative labor of game development (Ruggill et al 2017). Focused on the AAA sector, research on digital game development spans the labor process (Kerr 2006; Nichols 2014; O’Donnell 2014), work organization (Hodgson and Briand 2013), professional identities (Deuze et al 2007; Weststar 2015), and studio working conditions, with an emphasis on work intensity and hegemonic masculinity (Consalvo 2008; Dyer-Witheford and de Peuter 2006, 2009; Johnson 2014).…”
mentioning
confidence: 99%