{"product_id":"the-videogame-industry-does-not-exist-why-we-should-think-beyond-commercial-game-production-9780262545402","title":"The Videogame Industry Does Not Exist: Why We Should Think Beyond Commercial Game Production","description":"\u003cb\u003eUnderstanding the precarious reality of videogame production beyond the corporate blockbuster studios of North America--with insights from 400+ game developers.\u003c\/b\u003e \u003cp\u003e\u003c\/p\u003eThe 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, \u003ci\u003eThe Videogame Industry Does Not Exist\u003c\/i\u003e 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. \u003cp\u003e\u003c\/p\u003eDrawing 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. \u003cp\u003e\u003c\/p\u003eA cultural intervention, \u003ci\u003eThe Videogame Industry Does Not Exist\u003c\/i\u003e 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.\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eAbout the Author\u003c\/b\u003e\u003cbr\u003eBrendan 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 \u003ci\u003eA Play of Bodies: How We Perceive Videogames\u003c\/i\u003e and, as coauthor, \u003ci\u003eThe Unity Game Engine and The Circuits of Cultural Software\u003c\/i\u003e.\u003cbr\u003e","brand":"MIT Press","offers":[{"title":"Default Title","offer_id":50497695940882,"sku":"9780262545402","price":43.99,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0831\/4771\/8930\/files\/img_0d4fc9c8-9048-4d70-8b92-fbe0702169ea.jpg?v=1730717400","url":"https:\/\/surprise-castle.myshopify.com\/products\/the-videogame-industry-does-not-exist-why-we-should-think-beyond-commercial-game-production-9780262545402","provider":"Surprise Castle","version":"1.0","type":"link"}