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The Video Game Industry

Bibliographic Data

ID19933073
AuthorsTimothy L Wilson
EditorsPeter Zackariasson, Timothy Wilson (0000-0002-9891-9319)
Year2012
Pages268
Publication date2012-08-21
Open AccessNo
TypeBOOK
VenueThe Video Game Industry (SOURCE_BOOK)
PublisherRoutledge (PUBLISHER • GB)
DOI10.4324/9780203106495
OpenAlexW1573200530
ISBN9780203106495
Open LibraryOL37305329M
LanguageEN
Citations received11

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and only game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come

Business · Multimedia · Video game · Computer Science · Digital Games and Media · Educational Games and Gamification · Business & Economics · Electronic games industry · History · Industrie · Industries · Jeux vidéo · Park & Recreation Management · Tv-spel · Video games · Video games industry

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Citations per year0.85
Citation span2013 - 2024 (12)
Highly citedNo

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