000 03695nam a2200541 i 4500
001 6981845
003 IEEE
005 20220712204833.0
006 m o d
007 cr |n|||||||||
008 151229s2014 maua ob 001 eng d
010 _z 2014013210 (print)
020 _a9780262322836
_qelectronic
020 _a9780262028196
_qhardcover : alk. paper
020 _z0262028190
_qhardcover : alk. paper
035 _a(CaBNVSL)mat06981845
035 _a(IDAMS)0b0000648288f25e
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aQA76.76.C672
_bO36 2014eb
082 0 _a794.8/1526
_223
100 1 _aO'Donnell, Casey,
_d1979-,
_eauthor.
_924491
245 1 0 _aDeveloper's dilemma :
_bthe secret world of videogame creators /
_cCasey O'Donnell.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_c[2014]
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2014]
300 _a1 PDF (xii, 337 pages) :
_billustrations (black and white).
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aInside technology
504 _aIncludes bibliographical references and index.
506 1 _aRestricted to subscribers or individual electronic text purchasers.
520 _aRank-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.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aDescription based on PDF viewed 12/29/2015.
650 0 _aComputer games
_xProgramming.
_96563
650 0 _aComputer software
_xDevelopment.
_93349
650 0 _aVideo games
_xDesign.
_94792
650 0 _aVideo games
_xAuthorship.
_94791
650 0 _aComputer software developers.
_924492
655 0 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_924493
710 2 _aMIT Press,
_epublisher.
_924494
776 0 8 _iPrint version:
_z9780262028196
830 0 _aInside technology.
_921703
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6981845
942 _cEBK
999 _c73397
_d73397