Developer's dilemma : (Record no. 73397)
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000 -LEADER | |
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fixed length control field | 03695nam a2200541 i 4500 |
001 - CONTROL NUMBER | |
control field | 6981845 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20220712204833.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 151229s2014 maua ob 001 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
ISBN | 9780262322836 |
-- | electronic |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
ISBN | 9780262028196 |
-- | hardcover : alk. paper |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
-- | hardcover : alk. paper |
082 0# - CLASSIFICATION NUMBER | |
Call Number | 794.8/1526 |
100 1# - AUTHOR NAME | |
Author | O'Donnell, Casey, |
245 10 - TITLE STATEMENT | |
Title | Developer's dilemma : |
Sub Title | the secret world of videogame creators / |
300 ## - PHYSICAL DESCRIPTION | |
Number of Pages | 1 PDF (xii, 337 pages) : |
490 1# - SERIES STATEMENT | |
Series statement | Inside technology |
520 ## - SUMMARY, ETC. | |
Summary, etc | 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. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
General subdivision | Programming. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
General subdivision | Development. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
General subdivision | Design. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
General subdivision | Authorship. |
856 42 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6981845 |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | eBooks |
264 #1 - | |
-- | Cambridge, Massachusetts : |
-- | MIT Press, |
-- | [2014] |
264 #2 - | |
-- | [Piscataqay, New Jersey] : |
-- | IEEE Xplore, |
-- | [2014] |
336 ## - | |
-- | text |
-- | rdacontent |
337 ## - | |
-- | electronic |
-- | isbdmedia |
338 ## - | |
-- | online resource |
-- | rdacarrier |
588 ## - | |
-- | Description based on PDF viewed 12/29/2015. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computer games |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computer software |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Video games |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Video games |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computer software developers. |
No items available.