Editorial: Behind the Making

  • Lars de Wildt
  • Carina Assuncao
  • Samir Azrioual
  • Matthew Barr University of Glasgow http://orcid.org/0000-0002-5147-0673
  • Landon Kyle Berry
  • Mahli-Ann Butt
  • Daniel Joseph Dunne
  • Sarah Beth Evans
  • Eric Murnane

Abstract

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.

Author Biography

Matthew Barr, University of Glasgow
Lecturer at the University of Glasgow. Lecturer at Glasgow Caledonian University. PhD research concerns how playing video games may help develop transferable skills and competencies. Convenor of the HATII Game Studies course. Editor of Press Start.

References

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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

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Neil, K. (2016). How we design games now and why. In Z. Jellicoe (Ed.), Critical Hits: An Indie Gaming Anthology. Sunday Books.

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Niel, K. (2016). How We Design Games Now and Why. in Zoë Jellicoe (ed.). Critical Hits: An Indie Gaming Anthology. Dublin: Liberties Press Limited.

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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.
Published
June 12, 2017
How to Cite
de Wildt, L., Assuncao, C., Azrioual, S., Barr, M., Berry, L., Butt, M., Dunne, D., Evans, S., & Murnane, E. (2017). Editorial: Behind the Making. Press Start, 4(1), i-iv. Retrieved from http://press-start.gla.ac.uk/index.php/press-start/article/view/79/63
Section
Editorial

Keywords

game design; game development;