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The Video Game Business (International Screen Industries)

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The Video Game Business (International Screen Industries) Cover

 

Synopses & Reviews

Publisher Comments:

Over the last decade, videogames have become an increasingly important arm of the global cultural industries. Profits from videogames have not only surpassed Hollywood's annual box office, but videogames have come to be seen as a important industry, offering potential for growth in a variety of countries.

 

The videogame industry has also seen some of the more determined moves towards convergence of any media industry. Relatively unhampered by the sorts of legal and regulatory battles faced by industries such as telecom and broadcast, videogame platforms have already made numerous inroads to convergence. One example, the Sony Playstation 2, offers not only the ability to play videogames but also, with a relatively inexpensive hardware add-on, the ability to connect to the Internet as well as the capability to play DVDs and CDs. This has meant that the markets that video games draw on have expanded beyond being 'toys for teenage boys' to include high numbers of females and users over the age of 35.

 

At the same time, increasing numbers of university programmess have sprung up, focusing on the design of videogames, and a number of governments have begun to explore ways to not only use games for political means but also to develop their own national industries in hopes of taking a slice of the global market. Such moves have placed videogame production as part of the information industry with all its associated benefits and baggage. A view of videogames that sees them as an industry - even an information industry - must examine videogames as commodities geared towards producing a profit. Understanding videogames in this way impacts not only our understanding of them as a cultural phenomenon of them but also changes the way we must theorise them.

In spite of this, there has been little attention given to the origins of the industry, its ties to other media production, or to its logics of production. 'The Global Videogames Industry' addresses these concerns, providing not only an economic history of the sector but also a description of its current production processes. It draws on a critical political economic framework to analyse the inner workings of the industry. Particular focus is given to the major players in the industry and their ties to other areas of the cultural industries. It also examines labour and production in order to better address problems faced by potential workers in the industry, including lack of union representation, high employee dissatisfaction, gendered labor patterns, and lack of employee mobility. In addition, it provides case studies of the development of major industry players and how they have come to influence the current global production of video games.

Synopsis:

A dominant global cultural force, the video game business is diverse and increasingly influential. In this comprehensive industrial, historical, economic and theoretical overview of the business, Randy Nichols examines its emergence, culture, structure, production processes and relationship with audiences and other cultural industries.

Including profiles of major players, case studies of key industrial moments, and data on audiences, labour and other crucial factors in the video game business's success, this illuminating book explores the key changes and challenges of its past, present and future.

About the Author

RANDY NICHOLS is Assistant Professor in the Department of Communication Studies at Niagara University, New York, USA.

Table of Contents

Studying Video Games as a Cultural Industry 

An Industrial History of Video Games 

The Structure of the Video Game Industry 

Video Games and Other Cultural Industries 

Labor and Production in the Global Video Game Industry 

Making Sense of the Global Video Game Industry

Tables and Figures

Appendix: Corporate Profiles

References

Product Details

ISBN:
9781844573172
Author:
Nichols, Randy
Publisher:
British Film Institute
Subject:
Film - History & Criticism
Subject:
Film
Subject:
Video - General
Subject:
Film and Television-History and Criticism
Subject:
Film & Video - General
Subject:
Electronics - Digital
Subject:
Video & Electronic
Copyright:
Edition Description:
Trade Paperback
Series:
International Screen Industries
Publication Date:
20140831
Binding:
TRADE PAPER
Grade Level:
Professional and scholarly
Language:
English
Illustrations:
63 b/w tables
Pages:
240
Dimensions:
9.25 x 6.13 in

Related Subjects

Arts and Entertainment » Film and Television » History and Criticism
Business » Communication
Business » General
History and Social Science » Sociology » Media
Science and Mathematics » Electricity » General Electronics
Transportation » Automotive » Racing
Transportation » Automotive » Repair and Maintenance

The Video Game Business (International Screen Industries) New Trade Paper
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Product details 240 pages British Film Institute - English 9781844573172 Reviews:
"Synopsis" by ,
A dominant global cultural force, the video game business is diverse and increasingly influential. In this comprehensive industrial, historical, economic and theoretical overview of the business, Randy Nichols examines its emergence, culture, structure, production processes and relationship with audiences and other cultural industries.

Including profiles of major players, case studies of key industrial moments, and data on audiences, labour and other crucial factors in the video game business's success, this illuminating book explores the key changes and challenges of its past, present and future.

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