Game Production Studies 2021
DOI: 10.1515/9789048551736-002
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Cited by 4 publications
(5 citation statements)
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“…Drawing on Stuart Hall’s (1977) understanding of materiality in cultural communication, we argue that the dimension of materiality in Aarseth and Calleja’s (2015) model needs to be expanded to also include wider contexts of political economy, business models, labour conditions in the games industry in relation to both software development, use, and hardware production (Kline et al, 2003; Kerr, 2017; Sotamaa & Švelch, 2021; Tulloch & Johnson, 2022; Hammar & Pötzsch, 2022). In such an extended understanding of materiality, issues such as working conditions for developers and manufacturers, data security for users and players, energy and resources required for production and play, e-waste disposal, pace of obsolescence, as well as the growing environmental footprints of server centers and streaming services move center stage.…”
Section: Theory and Methodsmentioning
confidence: 99%
“…Drawing on Stuart Hall’s (1977) understanding of materiality in cultural communication, we argue that the dimension of materiality in Aarseth and Calleja’s (2015) model needs to be expanded to also include wider contexts of political economy, business models, labour conditions in the games industry in relation to both software development, use, and hardware production (Kline et al, 2003; Kerr, 2017; Sotamaa & Švelch, 2021; Tulloch & Johnson, 2022; Hammar & Pötzsch, 2022). In such an extended understanding of materiality, issues such as working conditions for developers and manufacturers, data security for users and players, energy and resources required for production and play, e-waste disposal, pace of obsolescence, as well as the growing environmental footprints of server centers and streaming services move center stage.…”
Section: Theory and Methodsmentioning
confidence: 99%
“…Recent work on game production has been marshalled under the banner of ‘game production studies’, an interdisciplinary social scientific field that ‘emphasizes the cultural, economic, political, and social circumstances in which games are created and the production cultures associated with development’ (Sotamaa and Švelch, 2021: 12). For example, work has focused on areas like the precarious nature of labour (Keogh, 2019), the political economy of software – particularly within the platform-based economy (Nieborg et al, 2020), the role of production and distribution intermediaries such as trade shows (Parker et al, 2018) and the regulatory conditions that inform game work (Ozimek, 2019b).…”
Section: Game Production Studiesmentioning
confidence: 99%
“…First, and most broadly, it contributes further to how game production is understood as grounded in social, economic and political conjunctures (cf. Sotamaa and Švelch, 2021). Second, it contributes an understanding of how commensuration techniques operate at a macro level within the industry, where scholarship has typically focused on the more situated implications – such as through studies of the metrification of videogame development (Whitson, 2019; Werder et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…The complex interdisciplinary process in game development, the demand for specialized tools and systems, and the need to maintain creativity show the need for researching game development in the wild (Engström, 2020). The game studies community also shows an increased interest to pursue this line of research (Sotamaa & Svelch, 2021). Currently, most studies can be found in the management and software engineering community.…”
Section: Game Developmentmentioning
confidence: 99%