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Independent 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.
Independent 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.
A sophisticated critical take on contemporary game culture that
reconsiders the boundaries between gamers and games. This book is
not about the future of video games. It is not an attempt to
predict the moods of the market, the changing profile of gamers,
the benevolence or malevolence of the medium. This book is about
those predictions. It is about the ways in which the past, present,
and future notions of games are narrated and negotiated by a small
group of producers, journalists, and gamers, and about how invested
these narrators are in telling the story of tomorrow. This new
title from Goldsmiths Press by Paolo Ruffino suggests the story
could be told another way. Considering game culture, from the
gamification of self-improvement to GamerGate's sexism and
violence, Ruffino lays out an alternative, creative mode of
thinking about the medium: a sophisticated critical take that blurs
the distinctions among studying, playing, making, and living with
video games. Offering a series of stories that provide alternative
narratives of digital gaming, Ruffino aims to encourage all of us
who study and play (with) games to raise ethical questions, both
about our own role in shaping the objects of research, and about
our involvement in the discourses we produce as gamers and
scholars. For researchers and students seeking a fresh approach to
game studies, and for anyone with an interest in breaking open the
current locked-box discourse, Future Gaming offers a radical lens
with which to view the future.
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