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The Videogame Industry Does Not Exist
Why We Should Think Beyond Commercial Game Production
Taschenbuch von Brendan Keogh
Sprache: Englisch

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Beschreibung
"Through a series of over 160 interviews, Keogh provides unprecedented access into the lives of game producers, exposing the limits of the concept of the "videogame industry" and challenging core assumptions in videogame research around creativity, professionalism, labor, diversity, education, and community"--
"Through a series of over 160 interviews, Keogh provides unprecedented access into the lives of game producers, exposing the limits of the concept of the "videogame industry" and challenging core assumptions in videogame research around creativity, professionalism, labor, diversity, education, and community"--
Über den Autor
Brendan Keogh is a senior lecturer in the School of Communication and a chief investigator of the Digital Media Research Centre at the Queensland University of Technology. His books include of A Play of Bodies: How We Perceive Videogames and, as coauthor, The Unity Game Engine and The Circuits of Cultural Software.
Inhaltsverzeichnis
Acknowledgments ix
Introduction 1
1 From Videogame Industry to Videogame Fields 17
2 Videogame Production in Australia 49
3 Getting by in the Videogame Gig Economy 75
4 Enrolling Students into the Field 103
5 Embedding Gamemaking Skills 133
6 Scenes and Communities 155
7 From Videogame Field to Videogame Industries 185
Conclusion: Centering the Field of Videogame Production 209
Notes 219
References 225
Index 243
Details
Erscheinungsjahr: 2023
Produktart: Ratgeber
Rubrik: Sachliteratur
Medium: Taschenbuch
Seiten: 248
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9780262545402
ISBN-10: 0262545403
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Keogh, Brendan
Hersteller: MIT Press Ltd
Maße: 224 x 151 x 18 mm
Von/Mit: Brendan Keogh
Erscheinungsdatum: 18.04.2023
Gewicht: 0,428 kg
preigu-id: 125884280
Über den Autor
Brendan Keogh is a senior lecturer in the School of Communication and a chief investigator of the Digital Media Research Centre at the Queensland University of Technology. His books include of A Play of Bodies: How We Perceive Videogames and, as coauthor, The Unity Game Engine and The Circuits of Cultural Software.
Inhaltsverzeichnis
Acknowledgments ix
Introduction 1
1 From Videogame Industry to Videogame Fields 17
2 Videogame Production in Australia 49
3 Getting by in the Videogame Gig Economy 75
4 Enrolling Students into the Field 103
5 Embedding Gamemaking Skills 133
6 Scenes and Communities 155
7 From Videogame Field to Videogame Industries 185
Conclusion: Centering the Field of Videogame Production 209
Notes 219
References 225
Index 243
Details
Erscheinungsjahr: 2023
Produktart: Ratgeber
Rubrik: Sachliteratur
Medium: Taschenbuch
Seiten: 248
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9780262545402
ISBN-10: 0262545403
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Keogh, Brendan
Hersteller: MIT Press Ltd
Maße: 224 x 151 x 18 mm
Von/Mit: Brendan Keogh
Erscheinungsdatum: 18.04.2023
Gewicht: 0,428 kg
preigu-id: 125884280
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