Editorial: Behind the Making
Few theses, proposals and books in game studies start without some statement of the importance of video games as a media format. However, despite this emphasis on the industry’s size and importance, very little academic attention goes toward what is behind the process of designing games.
Game developer Katharine Neil, writing about the state of the game industry and its relation to academia mounts a call to arms: "We can demand research and development into design support technology — not for more tools for prototyping and production or metrics, but for tools that support design thinking".
For Neil, these have led to a palpable stagnation in game design. Judging by the articles selected for this issue of Press Start, young game scholars increasingly seek to ameliorate both the lacking academic reflection on game design; and the lack of communication that Neil diagnoses between academics and game makers.
Balland, P.-A., De Vaan, M., & Boschma, R. (2013). The dynamics of interfirm networks along the industry life cycle: The case of the global video game industry, 1987–2007. Journal of Economic Geography, 13(5), 741–765. https://doi.org/10.1093/jeg/lbs023
Banks, J. A., & Cunningham, S. D. (2016). Games production in Australia: Adapting to precariousness. In M. Curtin & K. Sanson (Eds.), Precarious Creativity Precarious Creativity: Global Media, Local Labor (pp. 186–199). California: University of California Press. Retrieved from http://www.ucpress.edu/book.php?isbn=9780520290853
Duffy, B. E. (2016). The romance of work: Gender and aspirational labour in the digital culture industries. International Journal of Cultural Studies, 19(4), 441–457. https://doi.org/10.1177/1367877915572186
Dyer-Witheford, N., & Peuter, G. de. (2009). Games of Empire. Minneapolis: University of Minnesota Press.
Entertainment Software Association (ESA). (2016). Essential Facts About the Computer and Video Game Industry. Retrieved from http://essentialfacts.theesa.com/Essential-Facts-2016.pdf
Grandadam, D., Cohendet, P., & Simon, L. (2013). Places, spaces and the dynamics of creativity: The video game industry in Montreal. Regional studies, 47(10), 1701-1714.
Harris, B. (2014). Console Wars: Sega Vs Nintendo-and the Battle that Defined a Generation. Atlantic Books Ltd.
Hesmondhalgh, D. (2012). The Cultural Industries. SAGE.
Neil, K. (2016). How we design games now and why. In Z. Jellicoe (Ed.), Critical Hits: An Indie Gaming Anthology. Sunday Books.
Newzoo. (2015). Global Games Market Report. Retrieved from https://newzoo.com/solutions/standard/market-forecasts/global-games-market-report/
Nieborg, D. B. (2015). Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form. Social Media + Society, 1(2), 2056305115621932. https://doi.org/10.1177/2056305115621932
Niel, K. (2016). How We Design Games Now and Why. in Zoë Jellicoe (ed.). Critical Hits: An Indie Gaming Anthology. Dublin: Liberties Press Limited.
O’Donnell, C. (2014). Developer’s Dilemma: The Secret World of Videogame Creators. MIT Press.
Ruggill, J., McAllister, K., Nichols, R., & Kaufman, R. (2016). Inside the Video Game Industry: Game Developers Talk About the Business of Play (1st edition). New York: Routledge.
Therrien, C., & Picard, M. (2016). Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch. new media & society, 18(10), 2323-2339.
UKIE. (2017). UK Video Games Fact Sheet. Retrieved from https://ukie.org.uk/sites/default/files/UK%20Games%20Industry%20Fact%20Sheet%2020%20March%202017.pdf
Zackariasson, P., & Wilson, T. (2012). The Video Game Industry: Formation, Present State, and Future. Routledge.
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