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Title Developer's dilemma: the secret world of videogame creators
Creators O'Donnell Casey
Organization IEEE Xplore (Online Service); MIT Press
Imprint Cambridge, Massachusetts London, England: MIT Press, 2014
Collection Электронные книги зарубежных издательств; Общая коллекция
Subjects Вычислительные машины электронные персональные — Программы прикладные; Вычислительные машины электронные персональные — Математическое обеспечение; компьютерные игры; видеоигры; дизайн; авторство; разработчики компьютерных программ; MIT Press eBooks Library
LBC 77.563.4
Document type Other
File type Other
Language English
Rights Доступ по паролю из сети Интернет (чтение, печать)
Record key 6981845
Record create date 12/29/2015

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Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems -- technical, conceptual, and social -- is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a "rant" about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, "socially mandatory" overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged "actor-intra-internetwork"; and describes patent and copyright enforcement by industry and the state.

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