Indie Video Game Development Work: Innovation in the Creative Economy
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cham
Springer International Publishing AG
2020
|
Schlagworte: | |
Online-Zugang: | HWR01 |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Beschreibung: | 1 Online-Ressource (252 pages) |
ISBN: | 9783030455453 |
Internformat
MARC
LEADER | 00000nmm a2200000zc 4500 | ||
---|---|---|---|
001 | BV048222862 | ||
003 | DE-604 | ||
005 | 00000000000000.0 | ||
007 | cr|uuu---uuuuu | ||
008 | 220516s2020 |||| o||u| ||||||eng d | ||
020 | |a 9783030455453 |9 978-3-030-45545-3 | ||
035 | |a (ZDB-30-PQE)EBC6227977 | ||
035 | |a (ZDB-30-PAD)EBC6227977 | ||
035 | |a (ZDB-89-EBL)EBL6227977 | ||
035 | |a (OCoLC)1158579671 | ||
035 | |a (DE-599)BVBBV048222862 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-2070s | ||
082 | 0 | |a 338.477948 | |
100 | 1 | |a Styhre, Alexander |e Verfasser |4 aut | |
245 | 1 | 0 | |a Indie Video Game Development Work |b Innovation in the Creative Economy |
264 | 1 | |a Cham |b Springer International Publishing AG |c 2020 | |
264 | 4 | |c ©2020 | |
300 | |a 1 Online-Ressource (252 pages) | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
500 | |a Description based on publisher supplied metadata and other sources | ||
505 | 8 | |a Intro -- Preface -- Acknowledgements -- Contents -- Chapter 1: The Ethnographer's Dilemma: To Understand a World That Is Not Your Own While Avoiding to Misrepresenting It -- Introduction: Claude Lévi-Strauss and the Anthropologist's Predicament -- The Ethnographer's Assignment: To Unveil Everyday Practices and Their Meaning -- The Study: Methodological Issues -- Design of the Study -- The Social Science Ethnography Literature -- Technology-Based Ethnographies -- The Mode of Production: Indie Game Development and the Video Game Industry -- Data Collection -- Data Analysis -- Connecting the Ethnographic Data to Theoretical Frameworks -- Summary and Conclusion -- References -- Part I: Theoretical Perspectives -- Chapter 2: Governing Innovation-Led Economies: The Role of Business Creation and Creativity -- Introduction: Problem, Purpose, and Research Question -- Purpose and Research Question -- Innovation-Led Growth in a Finance-Led Economy -- The State of Venturing and Entrepreneurialism -- The Supply of Venture Capital -- The Creation and Operation of Private Venture Capital Markets -- Private Venture Capital Investment Performance -- Why Venture Capital Investors Commit Their Capital to High-Risk Ventures -- How Venture Capital Investors Commit Their Capital to High-Risk Ventures -- Intuition-Based Venture Capital Investment Decisions -- The Return on Equity of Venture Capital Investment: Measuring Performance -- Other Ways of Financing Development Work: On the IPO Trail -- State-Funding Redux -- Summary and Conclusion -- References -- Chapter 3: The Passionate Worker and Deeply Meaningful Work -- Introduction -- Passion and Meaning in Day-to-Day Work -- Affective Labour -- The Passion of Everyday Work -- The Authenticity Criterion in Creative Work -- Studies of Passionate Work -- On Gaming: A Sense of Being Alive | |
505 | 8 | |a The Sacred and the Profane and the Rules of Conduct -- Play Versus Games -- A Taxonomy of Game -- Summary and Conclusion -- References -- Part II: The Empirical Material -- Chapter 4: Who Is an Indie Developer? Sorting Out the Categories -- Introduction -- Classification as Social Practice -- To Classify the Indie Developer and the Indie Video Game -- Indie as Attitude and Identity -- Industry Structure Conditions -- Indie and Labour Market Structure -- The Output: Indie Games -- Classification Systems and the Making of a Social Order -- Summary and Conclusion -- References -- Chapter 5: Social Norms in the Developer Community: The Ambiguity of Money-Making -- Introduction -- The Ambiguous Nature of Money in Entrepreneurial Work -- Money and Their Social Significance and Meaning -- On Money and Money-Making in Indie Video Game Development -- The Ambiguous Nature of Money-Making -- Passionate Game Development -- In Defence of the Business Side of Video Game Development -- The Fickle and Ambiguous Nature of Money and Money-Making -- Summary and Conclusion -- References -- Chapter 6: In the Venture Capital Market: Raising Funds and Dealing with Investors and Financiers -- Introduction -- Investing and Raising Venture Capital in Indie Video Game Development -- Digital Distribution on a Global Market: Coping with Market Risks -- User Reviews, Clicks, and Media Attention -- Raising Funds and Dealing with Investors and Financiers -- A Word from the Investors -- Alternative Sources of Funding: Crowdfunding -- Culture Grants and Other Forms of State Funding -- Indirect Support of Indie Developers: The Role of Incubators in Making Indie Studios Business-Like -- Summary and Conclusion -- References -- Chapter 7: Expanding the Video Game Concept: The Perceptual and Epistemological Bases of the Digital Objects -- Introduction | |
505 | 8 | |a The Modernist Theory of Perception: Seeing as Trained Capacity -- Modern Visual Media -- Visual Perception and Imaginative Capacity -- Video Games and the Technology of the Fantastic -- Developing the Video Game Technology: Novel Applications and New Thinking -- The Skills Needed to Conceive of New Game Applications and genres -- New Thinking and New Ideas as the Driver of Innovation -- Gamification and Its Uses -- Business Concerns and Creative Inspiration in Video Game Development -- Summary and Conclusion -- References -- Chapter 8: Passionate Production in the Shadow of the Market: The Prospects of Innovation-Led Growth -- Introduction -- A Post-Heroic Theory of Creativity -- The Post-Heroic View of Creativity in Video Game Development -- The Limited Value of Gaming Ideas -- The Primacy of the Team Production Activities -- The Absence of Big Name Character -- Managing Post-Heroic Creative Work: Practical Implications -- Passionate Work and Innovation-Led Growth -- Contributions to Management Studies and Organization Theory -- Implications for Industry Policy -- Summary and Conclusion -- References -- Index | |
650 | 4 | |a Video games industry | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Styhre, Alexander |t Indie Video Game Development Work |d Cham : Springer International Publishing AG,c2020 |z 9783030455446 |
912 | |a ZDB-30-PQE | ||
999 | |a oai:aleph.bib-bvb.de:BVB01-033603595 | ||
966 | e | |u https://ebookcentral.proquest.com/lib/hwr/detail.action?docID=6227977 |l HWR01 |p ZDB-30-PQE |q HWR_PDA_PQE |x Aggregator |3 Volltext |
Datensatz im Suchindex
_version_ | 1804184004478369792 |
---|---|
adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author | Styhre, Alexander |
author_facet | Styhre, Alexander |
author_role | aut |
author_sort | Styhre, Alexander |
author_variant | a s as |
building | Verbundindex |
bvnumber | BV048222862 |
collection | ZDB-30-PQE |
contents | Intro -- Preface -- Acknowledgements -- Contents -- Chapter 1: The Ethnographer's Dilemma: To Understand a World That Is Not Your Own While Avoiding to Misrepresenting It -- Introduction: Claude Lévi-Strauss and the Anthropologist's Predicament -- The Ethnographer's Assignment: To Unveil Everyday Practices and Their Meaning -- The Study: Methodological Issues -- Design of the Study -- The Social Science Ethnography Literature -- Technology-Based Ethnographies -- The Mode of Production: Indie Game Development and the Video Game Industry -- Data Collection -- Data Analysis -- Connecting the Ethnographic Data to Theoretical Frameworks -- Summary and Conclusion -- References -- Part I: Theoretical Perspectives -- Chapter 2: Governing Innovation-Led Economies: The Role of Business Creation and Creativity -- Introduction: Problem, Purpose, and Research Question -- Purpose and Research Question -- Innovation-Led Growth in a Finance-Led Economy -- The State of Venturing and Entrepreneurialism -- The Supply of Venture Capital -- The Creation and Operation of Private Venture Capital Markets -- Private Venture Capital Investment Performance -- Why Venture Capital Investors Commit Their Capital to High-Risk Ventures -- How Venture Capital Investors Commit Their Capital to High-Risk Ventures -- Intuition-Based Venture Capital Investment Decisions -- The Return on Equity of Venture Capital Investment: Measuring Performance -- Other Ways of Financing Development Work: On the IPO Trail -- State-Funding Redux -- Summary and Conclusion -- References -- Chapter 3: The Passionate Worker and Deeply Meaningful Work -- Introduction -- Passion and Meaning in Day-to-Day Work -- Affective Labour -- The Passion of Everyday Work -- The Authenticity Criterion in Creative Work -- Studies of Passionate Work -- On Gaming: A Sense of Being Alive The Sacred and the Profane and the Rules of Conduct -- Play Versus Games -- A Taxonomy of Game -- Summary and Conclusion -- References -- Part II: The Empirical Material -- Chapter 4: Who Is an Indie Developer? Sorting Out the Categories -- Introduction -- Classification as Social Practice -- To Classify the Indie Developer and the Indie Video Game -- Indie as Attitude and Identity -- Industry Structure Conditions -- Indie and Labour Market Structure -- The Output: Indie Games -- Classification Systems and the Making of a Social Order -- Summary and Conclusion -- References -- Chapter 5: Social Norms in the Developer Community: The Ambiguity of Money-Making -- Introduction -- The Ambiguous Nature of Money in Entrepreneurial Work -- Money and Their Social Significance and Meaning -- On Money and Money-Making in Indie Video Game Development -- The Ambiguous Nature of Money-Making -- Passionate Game Development -- In Defence of the Business Side of Video Game Development -- The Fickle and Ambiguous Nature of Money and Money-Making -- Summary and Conclusion -- References -- Chapter 6: In the Venture Capital Market: Raising Funds and Dealing with Investors and Financiers -- Introduction -- Investing and Raising Venture Capital in Indie Video Game Development -- Digital Distribution on a Global Market: Coping with Market Risks -- User Reviews, Clicks, and Media Attention -- Raising Funds and Dealing with Investors and Financiers -- A Word from the Investors -- Alternative Sources of Funding: Crowdfunding -- Culture Grants and Other Forms of State Funding -- Indirect Support of Indie Developers: The Role of Incubators in Making Indie Studios Business-Like -- Summary and Conclusion -- References -- Chapter 7: Expanding the Video Game Concept: The Perceptual and Epistemological Bases of the Digital Objects -- Introduction The Modernist Theory of Perception: Seeing as Trained Capacity -- Modern Visual Media -- Visual Perception and Imaginative Capacity -- Video Games and the Technology of the Fantastic -- Developing the Video Game Technology: Novel Applications and New Thinking -- The Skills Needed to Conceive of New Game Applications and genres -- New Thinking and New Ideas as the Driver of Innovation -- Gamification and Its Uses -- Business Concerns and Creative Inspiration in Video Game Development -- Summary and Conclusion -- References -- Chapter 8: Passionate Production in the Shadow of the Market: The Prospects of Innovation-Led Growth -- Introduction -- A Post-Heroic Theory of Creativity -- The Post-Heroic View of Creativity in Video Game Development -- The Limited Value of Gaming Ideas -- The Primacy of the Team Production Activities -- The Absence of Big Name Character -- Managing Post-Heroic Creative Work: Practical Implications -- Passionate Work and Innovation-Led Growth -- Contributions to Management Studies and Organization Theory -- Implications for Industry Policy -- Summary and Conclusion -- References -- Index |
ctrlnum | (ZDB-30-PQE)EBC6227977 (ZDB-30-PAD)EBC6227977 (ZDB-89-EBL)EBL6227977 (OCoLC)1158579671 (DE-599)BVBBV048222862 |
dewey-full | 338.477948 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 338 - Production |
dewey-raw | 338.477948 |
dewey-search | 338.477948 |
dewey-sort | 3338.477948 |
dewey-tens | 330 - Economics |
discipline | Wirtschaftswissenschaften |
discipline_str_mv | Wirtschaftswissenschaften |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>06409nmm a2200409zc 4500</leader><controlfield tag="001">BV048222862</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">00000000000000.0</controlfield><controlfield tag="007">cr|uuu---uuuuu</controlfield><controlfield tag="008">220516s2020 |||| o||u| ||||||eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9783030455453</subfield><subfield code="9">978-3-030-45545-3</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-30-PQE)EBC6227977</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-30-PAD)EBC6227977</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-89-EBL)EBL6227977</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1158579671</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV048222862</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-2070s</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">338.477948</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Styhre, Alexander</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Indie Video Game Development Work</subfield><subfield code="b">Innovation in the Creative Economy</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Cham</subfield><subfield code="b">Springer International Publishing AG</subfield><subfield code="c">2020</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">©2020</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 Online-Ressource (252 pages)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Description based on publisher supplied metadata and other sources</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Intro -- Preface -- Acknowledgements -- Contents -- Chapter 1: The Ethnographer's Dilemma: To Understand a World That Is Not Your Own While Avoiding to Misrepresenting It -- Introduction: Claude Lévi-Strauss and the Anthropologist's Predicament -- The Ethnographer's Assignment: To Unveil Everyday Practices and Their Meaning -- The Study: Methodological Issues -- Design of the Study -- The Social Science Ethnography Literature -- Technology-Based Ethnographies -- The Mode of Production: Indie Game Development and the Video Game Industry -- Data Collection -- Data Analysis -- Connecting the Ethnographic Data to Theoretical Frameworks -- Summary and Conclusion -- References -- Part I: Theoretical Perspectives -- Chapter 2: Governing Innovation-Led Economies: The Role of Business Creation and Creativity -- Introduction: Problem, Purpose, and Research Question -- Purpose and Research Question -- Innovation-Led Growth in a Finance-Led Economy -- The State of Venturing and Entrepreneurialism -- The Supply of Venture Capital -- The Creation and Operation of Private Venture Capital Markets -- Private Venture Capital Investment Performance -- Why Venture Capital Investors Commit Their Capital to High-Risk Ventures -- How Venture Capital Investors Commit Their Capital to High-Risk Ventures -- Intuition-Based Venture Capital Investment Decisions -- The Return on Equity of Venture Capital Investment: Measuring Performance -- Other Ways of Financing Development Work: On the IPO Trail -- State-Funding Redux -- Summary and Conclusion -- References -- Chapter 3: The Passionate Worker and Deeply Meaningful Work -- Introduction -- Passion and Meaning in Day-to-Day Work -- Affective Labour -- The Passion of Everyday Work -- The Authenticity Criterion in Creative Work -- Studies of Passionate Work -- On Gaming: A Sense of Being Alive</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">The Sacred and the Profane and the Rules of Conduct -- Play Versus Games -- A Taxonomy of Game -- Summary and Conclusion -- References -- Part II: The Empirical Material -- Chapter 4: Who Is an Indie Developer? Sorting Out the Categories -- Introduction -- Classification as Social Practice -- To Classify the Indie Developer and the Indie Video Game -- Indie as Attitude and Identity -- Industry Structure Conditions -- Indie and Labour Market Structure -- The Output: Indie Games -- Classification Systems and the Making of a Social Order -- Summary and Conclusion -- References -- Chapter 5: Social Norms in the Developer Community: The Ambiguity of Money-Making -- Introduction -- The Ambiguous Nature of Money in Entrepreneurial Work -- Money and Their Social Significance and Meaning -- On Money and Money-Making in Indie Video Game Development -- The Ambiguous Nature of Money-Making -- Passionate Game Development -- In Defence of the Business Side of Video Game Development -- The Fickle and Ambiguous Nature of Money and Money-Making -- Summary and Conclusion -- References -- Chapter 6: In the Venture Capital Market: Raising Funds and Dealing with Investors and Financiers -- Introduction -- Investing and Raising Venture Capital in Indie Video Game Development -- Digital Distribution on a Global Market: Coping with Market Risks -- User Reviews, Clicks, and Media Attention -- Raising Funds and Dealing with Investors and Financiers -- A Word from the Investors -- Alternative Sources of Funding: Crowdfunding -- Culture Grants and Other Forms of State Funding -- Indirect Support of Indie Developers: The Role of Incubators in Making Indie Studios Business-Like -- Summary and Conclusion -- References -- Chapter 7: Expanding the Video Game Concept: The Perceptual and Epistemological Bases of the Digital Objects -- Introduction</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">The Modernist Theory of Perception: Seeing as Trained Capacity -- Modern Visual Media -- Visual Perception and Imaginative Capacity -- Video Games and the Technology of the Fantastic -- Developing the Video Game Technology: Novel Applications and New Thinking -- The Skills Needed to Conceive of New Game Applications and genres -- New Thinking and New Ideas as the Driver of Innovation -- Gamification and Its Uses -- Business Concerns and Creative Inspiration in Video Game Development -- Summary and Conclusion -- References -- Chapter 8: Passionate Production in the Shadow of the Market: The Prospects of Innovation-Led Growth -- Introduction -- A Post-Heroic Theory of Creativity -- The Post-Heroic View of Creativity in Video Game Development -- The Limited Value of Gaming Ideas -- The Primacy of the Team Production Activities -- The Absence of Big Name Character -- Managing Post-Heroic Creative Work: Practical Implications -- Passionate Work and Innovation-Led Growth -- Contributions to Management Studies and Organization Theory -- Implications for Industry Policy -- Summary and Conclusion -- References -- Index</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Video games industry</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Druck-Ausgabe</subfield><subfield code="a">Styhre, Alexander</subfield><subfield code="t">Indie Video Game Development Work</subfield><subfield code="d">Cham : Springer International Publishing AG,c2020</subfield><subfield code="z">9783030455446</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-30-PQE</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-033603595</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">https://ebookcentral.proquest.com/lib/hwr/detail.action?docID=6227977</subfield><subfield code="l">HWR01</subfield><subfield code="p">ZDB-30-PQE</subfield><subfield code="q">HWR_PDA_PQE</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield></record></collection> |
id | DE-604.BV048222862 |
illustrated | Not Illustrated |
index_date | 2024-07-03T19:50:37Z |
indexdate | 2024-07-10T09:32:27Z |
institution | BVB |
isbn | 9783030455453 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-033603595 |
oclc_num | 1158579671 |
open_access_boolean | |
owner | DE-2070s |
owner_facet | DE-2070s |
physical | 1 Online-Ressource (252 pages) |
psigel | ZDB-30-PQE ZDB-30-PQE HWR_PDA_PQE |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | Springer International Publishing AG |
record_format | marc |
spelling | Styhre, Alexander Verfasser aut Indie Video Game Development Work Innovation in the Creative Economy Cham Springer International Publishing AG 2020 ©2020 1 Online-Ressource (252 pages) txt rdacontent c rdamedia cr rdacarrier Description based on publisher supplied metadata and other sources Intro -- Preface -- Acknowledgements -- Contents -- Chapter 1: The Ethnographer's Dilemma: To Understand a World That Is Not Your Own While Avoiding to Misrepresenting It -- Introduction: Claude Lévi-Strauss and the Anthropologist's Predicament -- The Ethnographer's Assignment: To Unveil Everyday Practices and Their Meaning -- The Study: Methodological Issues -- Design of the Study -- The Social Science Ethnography Literature -- Technology-Based Ethnographies -- The Mode of Production: Indie Game Development and the Video Game Industry -- Data Collection -- Data Analysis -- Connecting the Ethnographic Data to Theoretical Frameworks -- Summary and Conclusion -- References -- Part I: Theoretical Perspectives -- Chapter 2: Governing Innovation-Led Economies: The Role of Business Creation and Creativity -- Introduction: Problem, Purpose, and Research Question -- Purpose and Research Question -- Innovation-Led Growth in a Finance-Led Economy -- The State of Venturing and Entrepreneurialism -- The Supply of Venture Capital -- The Creation and Operation of Private Venture Capital Markets -- Private Venture Capital Investment Performance -- Why Venture Capital Investors Commit Their Capital to High-Risk Ventures -- How Venture Capital Investors Commit Their Capital to High-Risk Ventures -- Intuition-Based Venture Capital Investment Decisions -- The Return on Equity of Venture Capital Investment: Measuring Performance -- Other Ways of Financing Development Work: On the IPO Trail -- State-Funding Redux -- Summary and Conclusion -- References -- Chapter 3: The Passionate Worker and Deeply Meaningful Work -- Introduction -- Passion and Meaning in Day-to-Day Work -- Affective Labour -- The Passion of Everyday Work -- The Authenticity Criterion in Creative Work -- Studies of Passionate Work -- On Gaming: A Sense of Being Alive The Sacred and the Profane and the Rules of Conduct -- Play Versus Games -- A Taxonomy of Game -- Summary and Conclusion -- References -- Part II: The Empirical Material -- Chapter 4: Who Is an Indie Developer? Sorting Out the Categories -- Introduction -- Classification as Social Practice -- To Classify the Indie Developer and the Indie Video Game -- Indie as Attitude and Identity -- Industry Structure Conditions -- Indie and Labour Market Structure -- The Output: Indie Games -- Classification Systems and the Making of a Social Order -- Summary and Conclusion -- References -- Chapter 5: Social Norms in the Developer Community: The Ambiguity of Money-Making -- Introduction -- The Ambiguous Nature of Money in Entrepreneurial Work -- Money and Their Social Significance and Meaning -- On Money and Money-Making in Indie Video Game Development -- The Ambiguous Nature of Money-Making -- Passionate Game Development -- In Defence of the Business Side of Video Game Development -- The Fickle and Ambiguous Nature of Money and Money-Making -- Summary and Conclusion -- References -- Chapter 6: In the Venture Capital Market: Raising Funds and Dealing with Investors and Financiers -- Introduction -- Investing and Raising Venture Capital in Indie Video Game Development -- Digital Distribution on a Global Market: Coping with Market Risks -- User Reviews, Clicks, and Media Attention -- Raising Funds and Dealing with Investors and Financiers -- A Word from the Investors -- Alternative Sources of Funding: Crowdfunding -- Culture Grants and Other Forms of State Funding -- Indirect Support of Indie Developers: The Role of Incubators in Making Indie Studios Business-Like -- Summary and Conclusion -- References -- Chapter 7: Expanding the Video Game Concept: The Perceptual and Epistemological Bases of the Digital Objects -- Introduction The Modernist Theory of Perception: Seeing as Trained Capacity -- Modern Visual Media -- Visual Perception and Imaginative Capacity -- Video Games and the Technology of the Fantastic -- Developing the Video Game Technology: Novel Applications and New Thinking -- The Skills Needed to Conceive of New Game Applications and genres -- New Thinking and New Ideas as the Driver of Innovation -- Gamification and Its Uses -- Business Concerns and Creative Inspiration in Video Game Development -- Summary and Conclusion -- References -- Chapter 8: Passionate Production in the Shadow of the Market: The Prospects of Innovation-Led Growth -- Introduction -- A Post-Heroic Theory of Creativity -- The Post-Heroic View of Creativity in Video Game Development -- The Limited Value of Gaming Ideas -- The Primacy of the Team Production Activities -- The Absence of Big Name Character -- Managing Post-Heroic Creative Work: Practical Implications -- Passionate Work and Innovation-Led Growth -- Contributions to Management Studies and Organization Theory -- Implications for Industry Policy -- Summary and Conclusion -- References -- Index Video games industry Erscheint auch als Druck-Ausgabe Styhre, Alexander Indie Video Game Development Work Cham : Springer International Publishing AG,c2020 9783030455446 |
spellingShingle | Styhre, Alexander Indie Video Game Development Work Innovation in the Creative Economy Intro -- Preface -- Acknowledgements -- Contents -- Chapter 1: The Ethnographer's Dilemma: To Understand a World That Is Not Your Own While Avoiding to Misrepresenting It -- Introduction: Claude Lévi-Strauss and the Anthropologist's Predicament -- The Ethnographer's Assignment: To Unveil Everyday Practices and Their Meaning -- The Study: Methodological Issues -- Design of the Study -- The Social Science Ethnography Literature -- Technology-Based Ethnographies -- The Mode of Production: Indie Game Development and the Video Game Industry -- Data Collection -- Data Analysis -- Connecting the Ethnographic Data to Theoretical Frameworks -- Summary and Conclusion -- References -- Part I: Theoretical Perspectives -- Chapter 2: Governing Innovation-Led Economies: The Role of Business Creation and Creativity -- Introduction: Problem, Purpose, and Research Question -- Purpose and Research Question -- Innovation-Led Growth in a Finance-Led Economy -- The State of Venturing and Entrepreneurialism -- The Supply of Venture Capital -- The Creation and Operation of Private Venture Capital Markets -- Private Venture Capital Investment Performance -- Why Venture Capital Investors Commit Their Capital to High-Risk Ventures -- How Venture Capital Investors Commit Their Capital to High-Risk Ventures -- Intuition-Based Venture Capital Investment Decisions -- The Return on Equity of Venture Capital Investment: Measuring Performance -- Other Ways of Financing Development Work: On the IPO Trail -- State-Funding Redux -- Summary and Conclusion -- References -- Chapter 3: The Passionate Worker and Deeply Meaningful Work -- Introduction -- Passion and Meaning in Day-to-Day Work -- Affective Labour -- The Passion of Everyday Work -- The Authenticity Criterion in Creative Work -- Studies of Passionate Work -- On Gaming: A Sense of Being Alive The Sacred and the Profane and the Rules of Conduct -- Play Versus Games -- A Taxonomy of Game -- Summary and Conclusion -- References -- Part II: The Empirical Material -- Chapter 4: Who Is an Indie Developer? Sorting Out the Categories -- Introduction -- Classification as Social Practice -- To Classify the Indie Developer and the Indie Video Game -- Indie as Attitude and Identity -- Industry Structure Conditions -- Indie and Labour Market Structure -- The Output: Indie Games -- Classification Systems and the Making of a Social Order -- Summary and Conclusion -- References -- Chapter 5: Social Norms in the Developer Community: The Ambiguity of Money-Making -- Introduction -- The Ambiguous Nature of Money in Entrepreneurial Work -- Money and Their Social Significance and Meaning -- On Money and Money-Making in Indie Video Game Development -- The Ambiguous Nature of Money-Making -- Passionate Game Development -- In Defence of the Business Side of Video Game Development -- The Fickle and Ambiguous Nature of Money and Money-Making -- Summary and Conclusion -- References -- Chapter 6: In the Venture Capital Market: Raising Funds and Dealing with Investors and Financiers -- Introduction -- Investing and Raising Venture Capital in Indie Video Game Development -- Digital Distribution on a Global Market: Coping with Market Risks -- User Reviews, Clicks, and Media Attention -- Raising Funds and Dealing with Investors and Financiers -- A Word from the Investors -- Alternative Sources of Funding: Crowdfunding -- Culture Grants and Other Forms of State Funding -- Indirect Support of Indie Developers: The Role of Incubators in Making Indie Studios Business-Like -- Summary and Conclusion -- References -- Chapter 7: Expanding the Video Game Concept: The Perceptual and Epistemological Bases of the Digital Objects -- Introduction The Modernist Theory of Perception: Seeing as Trained Capacity -- Modern Visual Media -- Visual Perception and Imaginative Capacity -- Video Games and the Technology of the Fantastic -- Developing the Video Game Technology: Novel Applications and New Thinking -- The Skills Needed to Conceive of New Game Applications and genres -- New Thinking and New Ideas as the Driver of Innovation -- Gamification and Its Uses -- Business Concerns and Creative Inspiration in Video Game Development -- Summary and Conclusion -- References -- Chapter 8: Passionate Production in the Shadow of the Market: The Prospects of Innovation-Led Growth -- Introduction -- A Post-Heroic Theory of Creativity -- The Post-Heroic View of Creativity in Video Game Development -- The Limited Value of Gaming Ideas -- The Primacy of the Team Production Activities -- The Absence of Big Name Character -- Managing Post-Heroic Creative Work: Practical Implications -- Passionate Work and Innovation-Led Growth -- Contributions to Management Studies and Organization Theory -- Implications for Industry Policy -- Summary and Conclusion -- References -- Index Video games industry |
title | Indie Video Game Development Work Innovation in the Creative Economy |
title_auth | Indie Video Game Development Work Innovation in the Creative Economy |
title_exact_search | Indie Video Game Development Work Innovation in the Creative Economy |
title_exact_search_txtP | Indie Video Game Development Work Innovation in the Creative Economy |
title_full | Indie Video Game Development Work Innovation in the Creative Economy |
title_fullStr | Indie Video Game Development Work Innovation in the Creative Economy |
title_full_unstemmed | Indie Video Game Development Work Innovation in the Creative Economy |
title_short | Indie Video Game Development Work |
title_sort | indie video game development work innovation in the creative economy |
title_sub | Innovation in the Creative Economy |
topic | Video games industry |
topic_facet | Video games industry |
work_keys_str_mv | AT styhrealexander indievideogamedevelopmentworkinnovationinthecreativeeconomy |