Independent Videogames

Independent Videogames PDF

Author: Paolo Ruffino

Publisher: Routledge

Published: 2020-10-07

Total Pages: 270

ISBN-13: 1000201155

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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.

Indie Games

Indie Games PDF

Author: Mike Diver

Publisher: Michael O'Mara Books

Published: 2016-03-24

Total Pages:

ISBN-13: 1910552356

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Everything you need to know about the exciting new trend of indie gaming. Independently made video games have become some of the most original, ingenious and successful games available on the market today. Matched against giant tech companies and their mammoth-budget franchises, indies, have demonstrated the extraordinary impact that individuals and small teams can have on the direction of the gaming world. Mike Diver takes us behind the scenes to explore this incredible movement, where freedom from major studios has allowed for near-infinite possibilities, revolutionizing gaming mechanics and remoulding genres. Including interviews with legendary developers such as Tim Schafer and David Braben as well as the brains behind newer studios such as The Chinese Room, Hello Games and Simogo, Indie Games introduces us to the personalities, the passion and the practicalities that have transformed an industry.

Science Fiction Video Games

Science Fiction Video Games PDF

Author: Neal Roger Tringham

Publisher: CRC Press

Published: 2014-09-10

Total Pages: 528

ISBN-13: 1482203898

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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a

The Publishing Challenge for Independent Video Game Developers

The Publishing Challenge for Independent Video Game Developers PDF

Author: Odile Limpach

Publisher: CRC Press

Published: 2020-02-04

Total Pages: 212

ISBN-13: 1000032647

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Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Köln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360° and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Extérieur) for the French Ministry for International Business Development.

Videogames and the Gothic

Videogames and the Gothic PDF

Author: Ewan Kirkland

Publisher: Routledge

Published: 2021-10-01

Total Pages: 216

ISBN-13: 1000453103

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This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Indie Games in the Digital Age

Indie Games in the Digital Age PDF

Author: M.J. Clarke

Publisher: Bloomsbury Publishing USA

Published: 2020-04-16

Total Pages: 223

ISBN-13: 1501356445

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A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Indie Games

Indie Games PDF

Author: Bounthavy Suvilay

Publisher: Ablaze Publishing

Published: 2022-08-03

Total Pages: 250

ISBN-13:

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The 2nd volume in the hit art book series, covering the history, artwork, and sound design of independent video games! Indie Games 2 explores the major developments in independent games since 2018. Superbly illustrated and documented, for enthusiasts and curious amateurs alike, this book gives voice to those who drive this cultural industry. Featuring exclusive interviews, and more than 300 illustrations, concept arts and unpublished sketches, through which the reader will get a glimpse behind the scenes and get answers from the key people behind the blockbuster independent video games. Discover more than 300 independent video games within, including: A Plague Tale: Innocence, A short Hike, Children of Morta, Carto, Creaks, Eastward, Factorio, Frostpunk, Genesis Noir, Haven, LUNA–The Shadow Dust, Old Man’s Journey, Return of the Obra Dinn, Sayonara Wild Hearts, Season, Slay the Spire, Spelunky 2, Untitled Goose Game, When the Past Was Around, and more…

250 Indie Games You Must Play

250 Indie Games You Must Play PDF

Author: Mike Rose

Publisher: CRC Press

Published: 2011-06-15

Total Pages: 282

ISBN-13: 1439875758

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With a surge in popularity recently and an increase in great downloadable games, there has never been a better time to learn about independent "indie" games. 250 Indie Games You Must Play is a guide to the exciting and expanding world of indie gaming. Whether you are a veteran of the indie game scene or have never played an indie game before, this book helps you experience the best in indie gaming and further your understanding of why indie games are so important in the entertainment industry. The wide range of games highlighted in the text encompasses concepts and ideas that will change your perspective of what video games can be. The book covers puzzlers, platformers, beat ‘em ups, shoot ‘em ups, role-playing, and strategy. Apart from being fun, indie games can be experimental, emotional, nostalgic, and occasionally just plain bizarre. Some make you sit back in awe, while others have you thinking, "Why have I never played a game like this before?" Better still, the majority of these games are completely free to play and even the commercial releases are incredibly cheap. Once you start playing indie games, you may not be able to look at your big-budget blockbusters the same way ever again.

Perspectives on Design and Digital Communication II

Perspectives on Design and Digital Communication II PDF

Author: Nuno Martins

Publisher: Springer Nature

Published: 2021-05-29

Total Pages: 447

ISBN-13: 3030758672

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This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 4th International Conference on Digital Design and Communication, Digicom 2020, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design. Chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Methods for Studying Video Games and Religion

Methods for Studying Video Games and Religion PDF

Author: Vít Šisler

Publisher: Routledge

Published: 2017-11-28

Total Pages: 319

ISBN-13: 1315518317

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Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.