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 |