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020 _a9783030455453
040 _dUNAV
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050 _aHD30.28
_b.S79 2020 EB
082 0 4 _a658.514
_223
100 1 _aStyhre, Alexander
245 1 0 _aIndie Video Game Development Work :
_bInnovation in the Creative Economy
_cby Alexander Styhre
250 _a1st ed
260 _aCham
_bSpringer International Publishing
_c2020
300 _a1 recurso en línea (XIV, 246 p.)
336 _2rdacontent
_aTexto (visual)
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
490 0 _aSpringer eBooks
505 0 _aChapter One: The ethnographer's dilemma: To understand a world that is not your own while avoiding to misrepresenting it -- Part I: Theoretical Perspectives -- Chapter two: Governing innovation led economies: The role of business creation and creativity -- Chapter three: The passionate worker and deeply meaningful work -- Part II: The empirical material -- Chapter four: Who is an indie developer?: Sorting out the categories -- Chapter five: Social norms in the developer community: The ambiguity of money-making -- Chapter six: In the venture capital market: Raising funds and dealing with investors and financiers -- Chapter seven: Expanding the video game concept: The perceptual and epistemological bases of the digital objects -- Chapter eight: Passionate production in the shadow of the market: The prospects of innovation-led growth
520 _aThis book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy. . .
538 _aForma de acceso: World Wide Web
650 0 _9511904
_aInnovaciones.
650 7 _2embne
_9188230
_aEmpresas
_xCrecimiento
710 2 _aSpringerLink
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=http://doi.org/10.1007/978-3-030-45545-3
_zAcceso a este recurso digital (usuarios Universidad Europea de Valencia)
942 _2lcc
_cLE
998 _db