Beyond the dominant North American and Japanese console manufacturers and multinational publishers, the global videogame industry is fragmenting. New audiences, distribution platforms, and development tools are expanding the videogame industry into an ecosystem that is at once broadly global and intensely localised. Taking advantage of this nebulous environment are increasingly visible fringes of hobbyists, amateurs, students, and artists that are pushing videogame development in new directions in terms of aesthetics, design process, and distribution channels. The activities of these fringe creators represent a critical but undertheorised aspect of the videogame industry. This article builds on Lobato and Thomas’s notion of ‘informal media ...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
This essay examines the formal and informal economies of video games and attends to the economies wi...
This article explores the video games industry as part of what has become known as the "cultural ind...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Ja...
The contemporary videogame industry is popularly imagined as a homogenous site where large, internat...
The aim of this thesis is to examine the way that the videogame industry has evolved as a complex so...
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
Diverse representations of bodies in videogames has become a point of contention among developers an...
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
This chapter draws from over 40 interviews conducted with Australian videogame makers based in the s...
This chapter draws from over 40 interviews conducted with Australian videogame makers based in the s...
Videogame researchers have long considered the role videogames play in different cultural, social, a...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
This essay examines the formal and informal economies of video games and attends to the economies wi...
This article explores the video games industry as part of what has become known as the "cultural ind...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Ja...
The contemporary videogame industry is popularly imagined as a homogenous site where large, internat...
The aim of this thesis is to examine the way that the videogame industry has evolved as a complex so...
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
Diverse representations of bodies in videogames has become a point of contention among developers an...
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
This chapter draws from over 40 interviews conducted with Australian videogame makers based in the s...
This chapter draws from over 40 interviews conducted with Australian videogame makers based in the s...
Videogame researchers have long considered the role videogames play in different cultural, social, a...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
This essay examines the formal and informal economies of video games and attends to the economies wi...
This article explores the video games industry as part of what has become known as the "cultural ind...