Introduction to the Game Industry

Introduction to the Game Industry PDF

Author: Michael E. Moore

Publisher: Prentice Hall

Published: 2007

Total Pages: 766

ISBN-13:

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This book "gives you a complete overview of how to create and market electronic games. You learn how the process works: from creating an idea for a game; describing the game concept in production documents ; building game assets such as artwork, game data, and code; to final packaging and marketing of the product. Author Michael Moore provides comprehensive coverage of key game-industry concepts such as the elements of gameplay, interface design, storytelling, and the economics of producing a successful game." - back cover.

Video Games

Video Games PDF

Author: Andy Bossom

Publisher: Bloomsbury Publishing

Published: 2017-07-06

Total Pages: 192

ISBN-13: 1474255426

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A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.

The Video Game Industry

The Video Game Industry PDF

Author: Peter Zackariasson

Publisher: Routledge

Published: 2012-08-21

Total Pages: 272

ISBN-13: 1136258248

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The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Understanding Video Games

Understanding Video Games PDF

Author: Simon Egenfeldt-Nielsen

Publisher: Routledge

Published: 2015-12-07

Total Pages: 552

ISBN-13: 1317533127

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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Before the Crash

Before the Crash PDF

Author: Mark J. P. Wolf

Publisher: Wayne State University Press

Published: 2012-06-15

Total Pages: 270

ISBN-13: 0814337228

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Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age.

Game Sound

Game Sound PDF

Author: Karen Collins

Publisher: MIT Press

Published: 2008

Total Pages: 213

ISBN-13: 026203378X

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A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.

Introduction to Game Systems Design

Introduction to Game Systems Design PDF

Author: Dax Gazaway

Publisher: Pearson

Published: 2021-08-13

Total Pages: 522

ISBN-13: 0137440782

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As games grow more complex and gamers' expectations soar, the discipline of game systems design becomes ever more important. Game systems designers plan a game's rules and balance, its characters' attributes, most of its data, and how its AI, weapons, and objects work and interact. Introduction to Game Systems Design is the first complete beginner's guide to this crucial discipline. Writing for all aspiring game professionals, even those with absolutely no experience, leading game designer and instructor Dax Gazaway presents a step-by-step, hands-on approach to designing game systems with industry-standard tools. Drawing on his experience building AAA-level game systems (including games in the Star Wars and Marvel franchises), Gazaway covers all this, and more: Exploring the essentials of game design and its emerging subdisciplines Asking the essential questions at the heart of all design Getting started with modern game system design tools, including the spreadsheets most professionals now use Creating systems and data from a blank page Populating and quantifying a world of data into a game Tuning and balancing game systems Testing game systems and data Leveraging communication, psychology, and rewards within your games Balancing game probability within systems Whether you're a college freshman entering a game design program, an indie developer using Unreal or Unity, a Dungeon Master, or anyone who wants to really understand modern games, this guide will help you get where you want to go.

A Precarious Game

A Precarious Game PDF

Author: Ergin Bulut

Publisher: Cornell University Press

Published: 2020-03-15

Total Pages: 142

ISBN-13: 1501746553

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A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.

The Business and Culture of Digital Games

The Business and Culture of Digital Games PDF

Author: Aphra Kerr

Publisher: SAGE

Published: 2006-04-06

Total Pages: 198

ISBN-13: 9781412900478

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This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Inside the Video Game Industry

Inside the Video Game Industry PDF

Author: Judd Ruggill

Publisher: Taylor & Francis

Published: 2016-11-03

Total Pages: 384

ISBN-13: 1134076517

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Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.