Developer's dilemma : (Record no. 73397)

000 -LEADER
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.