did-you-know? rent-now

Amazon no longer offers textbook rentals. We do!

did-you-know? rent-now

Amazon no longer offers textbook rentals. We do!

We're the #1 textbook rental company. Let us show you why.

9781844573172

The Video Game Business

by
  • ISBN13:

    9781844573172

  • ISBN10:

    1844573176

  • Format: Paperback
  • Copyright: 2014-08-06
  • Publisher: British Film Institute

Note: Supplemental materials are not guaranteed with Rental or Used book purchases.

Purchase Benefits

  • Free Shipping Icon Free Shipping On Orders Over $35!
    Your order must be $35 or more to qualify for free economy shipping. Bulk sales, PO's, Marketplace items, eBooks and apparel do not qualify for this offer.
  • eCampus.com Logo Get Rewarded for Ordering Your Textbooks! Enroll Now
List Price: $37.95 Save up to $14.04
  • Rent Book $23.91
    Add to Cart Free Shipping Icon Free Shipping

    TERM
    PRICE
    DUE
    IN STOCK USUALLY SHIPS IN 24 HOURS
    *This item is part of an exclusive publisher rental program and requires an additional convenience fee. This fee will be reflected in the shopping cart.

Supplemental Materials

What is included with this book?

Summary

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.

Author Biography

RANDY NICHOLS is Assistant Professor in theDepartment of Communication Studies atNiagara University, New York

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

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

Rewards Program