Cultural production and politics of the digital games industry: the case of independent game production
dc.contributor.advisor
Orton-Johnson, Kate
en
dc.contributor.advisor
Prior, Nicholas
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dc.contributor.author
Guevara Villalobos, Orlando
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dc.contributor.author
Villalobos, Orlando Guevara
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dc.date.accessioned
2014-05-29T10:49:56Z
dc.date.available
2014-05-29T10:49:56Z
dc.date.issued
2013-11-27
dc.description.abstract
This thesis sheds light on the social relationships, work practices and identities that
shape the small scale sector of independent game production. Harnessing elements of
the Production of Culture and Cultural Industries/Work perspectives, it aims to
clarify the specifics of independent game production and its relationship with the
large-scale sector of the industry. Drawing on a multi-sided ethnography, the thesis
captures gamework practices, motivations, ideas and conventions deployed in a
diverse range of online and physical spaces where independent developers interact.
Given the complex relationships and messiness found in the industry, the results of
the thesis initially clarify general aspects, characterising both the corporate structure
of the games industry and its independent sector. It then examines the cultures that inform independent work as well as emergent 'indie' praxis. After a historical review of the digital games industry, the thesis addresses how the corporate structure
of the industry has created a viable game producing field, with a highly rationalised
but not unproblematic process of game production. The independent sector is then
analysed in relation to this material culture. The thesis discusses the technologic
affordances, structural relationships, market approach and organisational forms
supporting the production of independent games. It also examines the motivations,
ethics and general culture informing independent developers work, as well as the
emergence of independent networked scenes as social spaces where creative,
organisational, technical and cultural aspects of independent game production are
shaped.
The analysis of empirical evidence reveals how the uneven struggle to control or
access the means for game production, distribution and reproduction, in both retail
and digital distribution business models, shapes the material conditions of the small
scale sector game production. The thesis highlights the relationship between production, independent developers' preferences, and their identity as 'indies' as central in understanding how this novel sector of the games industry is being
structured. By understanding both the structure and informal practices of independent
production, this research offers novel insights in this under-researched area, insights
that reveal the intricacies of processes of social change and cultural diversification
within the digital games industry as a whole.
en
dc.identifier.uri
http://hdl.handle.net/1842/8874
dc.language.iso
en
dc.publisher
The University of Edinburgh
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dc.subject
digital games
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dc.subject
independent game production
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dc.subject
producton of culture
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dc.subject
cultural industries
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dc.subject
cultural work
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dc.title
Cultural production and politics of the digital games industry: the case of independent game production
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dc.type
Thesis or Dissertation
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dc.type.qualificationlevel
Doctoral
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dc.type.qualificationname
PhD Doctor of Philosophy
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