Buch, Englisch, 354 Seiten, Format (B × H): 156 mm x 234 mm
Reihe: Routledge Research in the Creative and Cultural Industries
Buch, Englisch, 354 Seiten, Format (B × H): 156 mm x 234 mm
Reihe: Routledge Research in the Creative and Cultural Industries
ISBN: 978-1-041-13477-0
Verlag: Taylor & Francis
This book explores game production across regional, national and global contexts. Notably, the widespread adoption of remote working practices in the video games sector challenged the entrenched idea of place-based industry clusters.
The theme of ‘clustering’ as a process enables analysis across scales, placing local games industries in the context of global forces and wider creative industries at a time of significant dynamism and change. Focusing on the idea of the videogame production cluster, this book draws upon academic research, across creative industries and innovation clusters in multiple regional and national contexts, to explore the contribution of multidisciplinary, cultural influence, diversity and cluster infrastructure to business success. Through seventeen scholarly chapters and three expert interviews, Creative Clustering and the Video Games Industry highlights the crucial interactions between universities, creative research and development and cross-sector innovation in driving the future of the games industry.
This essential collection will establish current knowledge and methods for understanding video game creative clusters in context.
Zielgruppe
Postgraduate
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitale Animation
- Wirtschaftswissenschaften Wirtschaftssektoren & Branchen Medien-, Informations und Kommunikationswirtschaft Informationstechnik, IT-Industrie
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitales Video
Weitere Infos & Material
Introduction 1. Video Game Industry Clusters: A Review of the Literature Section 1: The Dundee Video Game Cluster
2. Sociotechnical shifts within Dundee's Video Games Cluster: The Dynamic Interplay of Actors, Practices, Institutions and Technologies across time 3. Disruption by Design: Diversifying Dundee’s Creative and Technological Ecosystems 4. “Finding the GaaP” - Data, Dashboards, and Independent Games in the Dundee Cluster Section 2: Understanding European Video Game Clusters Through GAME-ER 5. Understanding European Video Game Clusters Through GAME-ER 6. From Cherries to Controllers: Engineering a Gaming Cluster in Rural Portugal 7. “Like Volunteer Firefighters”: The Brno Game Cluster on the crossroads of informality and professionalism 8. History and Operational Mechanisms in the Video Game Industry: The Case of the Turin Cluster 9. From ashes to flashes… The birth of a video game cluster from (nearly) scratch Section 3: Clusters in Global Contexts 10. Sweden’s Comics and Video Games Clusters 11. Productive Contradictions in Creative Clusters: The case of the Chinese Videogame Industry 12. In Conversation on Games Education with Tracy Fullerton and Richard Lemarchand 13. “A National Champion Making a Global Impact”: The Paradox of Canada’s Glocal Video Game Industry 14. Consolidation and Fissures: Neoliberal Infrastructures of Play and Game Production in Chile 15. In Conversation on Women in Games: Marie-Claire Isaaman 16. Mobile Game Development in Indonesia: The rise and fall of Lokapala 17. My Bitter Ex: A UK-China Cross-Cultural Game design love story 18. “Like a swiss army knife": gambiarra-led practices in the Brazilian Games Industry 19. In Conversation on People of Colour in Play: Satish Shewhorak 20. Not alone in the dark? The emerging of a video game cluster in Lyon, France




