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001 9780367336219
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006 m o d
007 cr |n|||||||||
008 200820s2021 enka ob 000 0 eng d
040 _aOCoLC-P
_beng
_cOCoLC-P
020 _a9781000200997
_q(electronic bk.)
020 _a100020099X
_q(electronic bk.)
020 _a9781000201154
_q(ePub ebook)
020 _a1000201155
_q(ePub ebook)
020 _a9781000201079
_q(Mobipocket ebook)
020 _a1000201074
_q(Mobipocket ebook)
020 _a9780367336219
_q(ebook)
020 _a0367336219
_q(ebook)
020 _z0367336200
020 _z9780367336202
024 7 _a10.4324/9780367336219
_2doi
035 _a(OCoLC)1184233871
035 _a(OCoLC-P)1184233871
050 4 _aHD9993.E452
072 7 _aSOC
_x052000
_2bisacsh
072 7 _aJFD
_2bicssc
082 0 4 _a338.477948
_223
245 0 0 _aIndependent videogames
_h[electronic resource] :
_bcultures, networks, techniques and politics /
_cedited by Paolo Ruffino.
260 _aAbingdon, Oxon ;
_aNew York, NY :
_bRoutledge, Taylor & Francis Group,
_c2021.
300 _a1 online resource :
_billustrations.
336 _atext
_2rdacontent
336 _astill image
_2rdacontent
337 _acomputer
_2rdamedia
338 _aonline resource
_2rdacarrier
490 1 _aRoutledge advances in game studies
520 _aIndependent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry - often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aVideo games industry.
650 0 _aVideo games
_xDesign.
650 0 _aVideo games
_xSocial aspects.
650 0 _aVideo games industry
_vCase studies.
650 0 _aVideo games
_xDesign
_vCase studies.
650 0 _aVideo games
_xSocial aspects
_vCase studies.
650 7 _aSOCIAL SCIENCE / Media Studies
_2bisacsh
700 1 _aRuffino, Paolo.
856 4 0 _3Taylor & Francis
_uhttps://www.taylorfrancis.com/books/9780367336219
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
999 _c72322
_d72322