Buch, Englisch, 142 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 380 g
Reihe: Games and Play
Storytelling, Power Dynamics, and Myth
Buch, Englisch, 142 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 380 g
Reihe: Games and Play
ISBN: 978-90-485-7320-2
Verlag: Taylor & Francis Ltd
Behind the Scenes of the Video Game Industry explores the stories behind video game production. It investigates how behind-the-scenes narratives and making-of materials are shaped by power dynamics within the video game industry, and how they often reinforce the existing professional hierarchies by shining the spotlight on those who are already at the top. Which roles, however, are undervalued? How are crunch and other problematic work practices normalized and obscured to both the industry practitioners and the public?
This book builds on concepts of paratextuality and the growing field of production studies to offer a critical framework for the analysis of industrial storytelling and reflexivity, supported by empirical case studies on art books, game awards, and promotional materials. Readers will gain insights into how these narratives influence the video game industry’s status quo, making it an essential resource for understanding the hidden forces shaping game production.
This book is relevant to students and scholars interested in video games, media, film, or more broadly cultural industries. It can also be helpful for video game developers and aspiring game makers by showing the impact of behind-the-scenes materials on the current status quo of the video game industry.
Zielgruppe
Academic
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
- Wirtschaftswissenschaften Wirtschaftssektoren & Branchen Medien-, Informations und Kommunikationswirtschaft
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
Weitere Infos & Material
Table of Contents
Introduction
The State of Video Game Industries
Theoretical Framework and Methodology
Structure of the Book
Acknowledgments
Bibliography
Part A: Frameworks and Foundations
1. Theory of Industrial Storytelling
A Quick Note on Authorship Theory
Paratextuality
Industrial Reflexivity, Para-Industry, and the Shadow Academy
Audiences, Production Trivia, and Production Literacy
Bibliography
2. Production Realities and Reflections
Game Development Roles and Team Composition
Claiming Individual Authorship
Authorship Terminologies and Cinematic Remediation
Conclusions and Alternatives
Bibliography
3. The Many Voices of Industrial Storytelling
The Figurative Line and its Relevance for the Video Game Industry
Corporate Reflexivity
Above-the-Line Reflexivity
Below-the-Line Reflexivity
Competing Agendas in Industrial Reflexivity
Bibliography
Part B: Practices
4. Making-of Materials: Promotion and Commodification
Promotion: Stray Gods’ Making-of as Promotable Facts
Commodification: Art Books
Conclusions: Selling a Story
Bibliography
5. The Game of the Year
Cultural Awards as Industrial Reflexivity
Game Awards and Prizes
The Game Awards: Analysis
The Game Awards as a Venue for Industrial Reflexivity
Bibliography
Conclusion: Dispelling Myths of Industrial Storytelling
Harmful versus Helpful
Obfuscation versus Transparency
Production “Magic”
People versus Brands
Idealization and Vilification of Video Game Companies
Passion Discourse
How to Change the Unsustainable Status Quo
Bibliography
Index




