000 01624cam a2200181 4500500
005 20250121115439.0
041 _afre
042 _adc
100 1 0 _aZabban, Vinciane
_eauthor
700 1 0 _a Ter Minassian, Hovig
_eauthor
700 1 0 _a Noûs, Camille
_eauthor
245 0 0 _aThe worlds of video game production
260 _c2020.
500 _a78
520 _aOnly relatively recently did a sub-field dedicated to game production studies emerge in the English-speaking field of game studies. It reflects the rise of scientific concern to understand a rapidly evolving sector of cultural and creative industries, and especially the development of digital platforms, the proliferation of so-called “independent” productions and the increasingly precarious aspect of creative work. Based on an inventory of existing research, this introduction to the special issue provides an understanding of the contribution of the texts presented, which broaden the spectrum of research perspectives on video game production. We present a framework in which the field is connected to issues pertaining more generally to work on digital technology and the cultural and creative industries: the issues of productivity and consumer work; the commercial, technical and social innovations introduced by internet and production and distribution platforming; and finally the issues linked to the video game industry’s spatial anchoring and territorial dynamics
786 0 _nRéseaux | o 224 | 6 | 2020-11-13 | p. 9-29 | 0751-7971
856 4 1 _uhttps://shs.cairn.info/journal-reseaux-2020-6-page-9?lang=en&redirect-ssocas=7080
999 _c549016
_d549016