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  • 1
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press
    UID:
    b3kat_BV047228335
    Format: 1 Online-Ressource (355 Seiten)
    ISBN: 9789048551736
    Series Statement: Games and play [5]
    Note: Erscheint als Open Access bei De Gruyter
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-94-6372-543-9
    Language: English
    Subjects: General works , Sociology
    RVK:
    RVK:
    Keywords: Videospiel ; Herstellung ; Videospielemarkt ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    almahu_9949517414702882
    Format: 1 online resource (358 pages)
    Edition: 1st ed.
    ISBN: 9789048551736
    Series Statement: Games and Play Ser.
    Additional Edition: Print version: Sotamaa, Olli Game Production Studies Amsterdam : Amsterdam University Press,c2021
    Language: English
    Keywords: Electronic books.
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  • 3
    UID:
    gbv_1756825971
    Format: 1 Online-Ressource (355 Seiten)
    Edition: [Online-Ausgabe]
    ISBN: 9789048551736
    Series Statement: Games and Play 5
    Content: Frontmatter -- Table of Contents -- Introduction: Why Game Production Matters? -- Contributors -- Labour -- 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation -- 2. Self-Making and Game Making in the Future of Work -- 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a 'Global Games' Era -- 4. Intermediating the Everyday : Indie Game Development and the Labour of Co-Working Spaces -- Development -- 5. Game Developers Playing Games : Instrumental Play, Game Talk, and Preserving the Joy of Play -- 6. Game Development Live on Twitch : Observations of Practice and Educational Synergies -- 7. Unity Production: Capturing the Everyday Game Maker Market -- 8. More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development -- Publishing & Monetization -- 9. How to Study Game Publishers: Activision Blizzard's Corporate History -- 10. Who Creates Microtransactions : The Production Context of Video Game Monetization -- 11. Regulating In-Game Monetization : Implications of Regulation on Games Production -- Regional Perspectives -- 12. Promises of the Periphery : Producing Games in the Communist and Transformation-Era Czechoslovakia -- 13. Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry -- 14. The Development of Greater China's Games Industry : From Copying to Imitation to Innovation -- Before and After: Towards Inclusive Production Studies, Theories, and Methods -- Complete Bibliography -- Index
    Content: Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs
    Note: Mode of access: Internet via World Wide Web. , In English
    Additional Edition: ISBN 9789463725439
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-94-6372-543-9
    Language: English
    Subjects: General works , Sociology
    RVK:
    RVK:
    Keywords: Videospiel ; Herstellung ; Videospielemarkt ; Aufsatzsammlung
    URL: Cover
    URL: Cover
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  • 4
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    edocfu_9959780255402883
    Format: 1 online resource (356 p.)
    ISBN: 90-485-5173-0
    Series Statement: Games and Play ; 5
    Language: English
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  • 5
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    edoccha_9959780255402883
    Format: 1 online resource (356 p.)
    ISBN: 90-485-5173-0
    Series Statement: Games and Play ; 5
    Language: English
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  • 6
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    almahu_9949068899502882
    Format: 1 online resource (356 p.)
    ISBN: 90-485-5173-0
    Series Statement: Games and Play ; 5
    Additional Edition: ISBN 94-6372-543-1
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    UID:
    b3kat_BV044320029
    Format: 1 Online-Ressource (xi, 299 Seiten)
    ISBN: 9781609607753 , 9781609607760
    Series Statement: Premier reference source
    Content: "This book focuses on the definition of ambient and ubiquitous media from a cross-disciplinary viewpoint, covering the fields of commerce, science, research affecting citizens" - Provided by publisher
    Note: Includes bibliographical references , 1. Analyzing user behavior in digital games / Anders Drachen and Alessandro Canossa -- 2. Comparing two playability heuristic sets with expert review method: a case study of mobile game evaluation / Janne Paavilainen, Hannu Korhonen and Hannamari Saarenp a a -- 3. Lovely place to buy!: enhancing grocery shopping experiences with a human-centric approach / Hiroshi Tamura, Tamami Sugasaka and Kazuhiro Ueda -- 4. Portable personality and its personalization algorithms: an overview and directions / Stefan Uhlmann and Artur Lugmayr -- 5. The integration of aspects of geo-tagging and microblogging in m-Learning / Christian Safran, Victor Manuel Garcia-Barrios and Martin Ebner -- 6. Teaching group decision making skills to emergency managers via digital games / Conor Linehan ... [et al.] -- 7. Exploring semantic tagging with Tilkut / Sari Vainikainen, Pirjo N akki and Asta B ack -- 8. A knowledge-based multimedia adaptation management framework for ubiquitous services / Ning Li, Abdelhak Attou, Merat Shahadi and Klaus Moessner -- 9. Interactive visualization and exploration of video spaces through colors in motion / Teresa Chambel and Jo ao Martinho -- 10. Issues on acting in digital dramas / Thomas Schmieder and Robert J. Wierzbicki -- 11. Re-coding the algorithm: purposeful and appropriated play / Alison Gazzard -- 12. Exploring the ecosystems and principles of community innovation / Andrea Botero, Kimmo Karhu and Sami Vihavainen -- 13. Supporting local connections with online communities / Sanna Malinen, Tytti Virjo and Sari Kujala -- 14. P2P SCCM: service-oriented community coordinated multimedia over P2P and experience on multimedia annotation service development / Jiehan Zhou, Mika Rautiainen, Zhonghong Ou and Mika Ylianttila -- 15. Unravelling intellectual property in a specialist social networking site / Sal Humphreys
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-1-60960-774-6
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 1-60960-774-0
    Language: English
    Keywords: Aufsatzsammlung
    URL: Volltext  (URL des Erstveröffentlichers)
    Author information: Yu, Zhiwen
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  • 8
    UID:
    edocfu_9960889719602883
    Format: 1 online resource (300 p.) : , 16 b&w images, 1graph
    ISBN: 9780813595566
    Content: Point of Sale offers the first significant attempt to center media retail as a vital component in the study of popular culture. It brings together fifteen essays by top media scholars with their fingers on the pulse of both the changes that foreground retail in a digital age and the history that has made retail a fundamental part of the culture industries. The book reveals why retail matters as a site of transactional significance to industries as well as a crucial locus of meaning and interactional participation for consumers. In addition to examining how industries connect books, DVDs, video games, lifestyle products, toys, and more to consumers, it also interrogates the changes in media circulation driven by the collision of digital platforms with existing retail institutions. By grappling with the contexts in which we buy media, Point of Sale uncovers the underlying tensions that define the contemporary culture industries.
    Note: Frontmatter -- , Contents -- , Introduction -- , Part I: Retail and New Media Technologies -- , 1. Industrial Crossroads or Cross Purposes? -- , 2. Amazon, Bookseller -- , 3. The First Sale Doctrine and U.S. Media Retail -- , 4. Game Retail and Crowdfunding -- , 5. The App Store -- , Part II: Media and the Politics of Constructing Retail Space -- , 6. Shelf Flow -- , 7. Get Your Cape On -- , 8. Shop, Makeover, Love -- , 9. Female Treble -- , 10. “It’s Not Just Commerce, It’s Community” -- , Part III: Practices and Participation in Media Retail Communities -- , 11. Comic Book Stores as Sites of Struggle -- , 12. From Dealers’ Room to Exhibit Hall -- , 13. The Changing Scales of Diasporic Media Retail -- , 14. Delivering Media -- , 15. Retail Wizardry -- , Index -- , Notes on Contributors , In English.
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 9
    Online Resource
    Online Resource
    Amsterdam : Amsterdam University Press
    UID:
    gbv_1773368400
    Format: 1 Online-Ressource
    ISBN: 9789048551736 , 9048551730
    Series Statement: Games and play 5
    Content: Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs
    Note: Includes bibliographical references and index
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 10
    Online Resource
    Online Resource
    Amsterdam :Amsterdam University Press,
    UID:
    kobvindex_HPB1242871951
    Format: 1 online resource (357 pages)
    ISBN: 9789048551736 , 9048551730
    Series Statement: Games and play ; 5
    Content: Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.
    Note: Frontmatter -- , Table of Contents -- , Introduction: Why Game Production Matters? -- , Contributors -- , Labour -- , 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation -- , 2. Self-Making and Game Making in the Future of Work -- , 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a 'Global Games' Era -- , 4. Intermediating the Everyday : Indie Game Development and the Labour of Co-Working Spaces -- , Development -- , 5. Game Developers Playing Games : Instrumental Play, Game Talk, and Preserving the Joy of Play -- , 6. Game Development Live on Twitch : Observations of Practice and Educational Synergies -- , 7. Unity Production: Capturing the Everyday Game Maker Market -- , 8. More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development -- , Publishing & Monetization -- , 9. How to Study Game Publishers: Activision Blizzard's Corporate History -- , 10. Who Creates Microtransactions : The Production Context of Video Game Monetization -- , 11. Regulating In-Game Monetization : Implications of Regulation on Games Production -- , Regional Perspectives -- , 12. Promises of the Periphery : Producing Games in the Communist and Transformation-Era Czechoslovakia -- , 13. Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry -- , 14. The Development of Greater China's Games Industry : From Copying to Imitation to Innovation -- , Before and After: Towards Inclusive Production Studies, Theories, and Methods -- , Complete Bibliography -- , Index
    Language: English
    Keywords: Electronic books. ; Electronic books.
    URL: JSTOR
    URL: Image
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