Developer's Dilemma
The Secret World of Videogame Creators
Bibliographic Data
| ID | 19973780 |
|---|---|
| Authors | Casey O’donnell (0000-0001-5396-6384, corresponding author), Casey O'Donnell, Trevor Pinch (0000-0001-6938-2199), W Bernard Carlson |
| Year | 2014 |
| Pages | 320 |
| Publication date | 2014-11-21 |
| Open Access | No |
| Type | BOOK |
| Venue | Developer's Dilemma (SOURCE_BOOK) |
| Publisher | The MIT Press (PUBLISHER • US) |
| DOI | 10.7551/mitpress/9035.001.0001 |
| OpenAlex | W4252961560 |
| Open Library | OL29550387M |
| ISBN | 9780262322836 |
| Language | EN |
| Citations received | 65 |
An examination of work, the organization of work, and the market forces that surround it, through the lens of the collaborative practice of game development. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines the creative collaborative practice of typical game developers. His investigation of why game developers work the way they do sheds light on our understanding of work, the organization of work, and the market forces that shape (and are shaped by) media industries. O'Donnell shows that the ability to play with the underlying systems—technical, conceptual, and social—is at the core of creative and collaborative practice, which is central to the New Economy. When access to underlying systems is undermined, so too is creative collaborative process. Drawing on extensive fieldwork in game studios in the United States and India, O'Donnell stakes out new territory empirically, conceptually, and methodologically. Mimicking the structure of videogames, the book is divided into worlds, within which are levels; and each world ends with a boss fight, a “rant” about lessons learned and tools mastered. O'Donnell describes the process of videogame development from pre-production through production, considering such aspects as experimental systems, “socially mandatory” overtime, and the perpetual startup machine that exhausts young, initially enthusiastic workers. He links work practice to broader systems of publishing, manufacturing, and distribution; introduces the concept of a privileged “actor-intra-internetwork”; and describes patent and copyright enforcement by industry and the state
Dilemma · Epistemology · Computer Science · Digital Games and Media · Media, Communication, and Education · Open Source Software Innovations · Philosophy · Authorship · Computer games · Computer games, programming · Computer software · Computer software developers · Computer software, development · Design · Development · Programming · Video games · Video games, design
Co-Creation in Secure Software Development
A Patchwork of Potential
Das Big Data Game
Hyvä, paha deadline
Situating Platform-Based Precarity
Inevitable or Exploitative? A Case Study of Consumers’ Divergent Attitudes towards Video Game Crunch
Game Design for a Fiverr
Theoretical and Methodological Framework for Studying Video Games and Orientalism
Techniques of commensuration in the videogame industry
Producing newsgames beyond boundaries
Charming work
‘Weekends became something other people did’
Against Game Studies
Play to earn
From aggressively formalised to intensely in/formalised
Computer says ‘no’
Level Design Processes and Challenges
Are Inclusion and Diversity Even Possible? A Best-Fit Framework Synthesis of Video Game Development Ethnographies
Seeking Deep Relations in a Precarious Industry
Contested Formations of Digital Game Labor
Outsourcing Digital Game Production
The Fantasy of Do What You Love and Ludic Authoritarianism in the Videogame Industry
Recasting Life Is Strange
Precarity and Why Indie Game Developers Can’t Save Us from Racism
The video game as agencement and the image of new gaming experiences
Games-as-a-service
Desirable work
Normalizing player surveillance through video game infographics
Voodoo software and boundary objects in game development
The cruel optimism of “good crunch”
The ‘grey area’ of employment relations in the Polish videogame industry
The Missing Producer
How time flows making games
Even if the algorithm is a terrible workmate, you just need to learn to live with it’
But that’s not accurate
Innovation financing in the Australian video game industry
Video games development in the periphery
When a door becomes a window
Developer dialogues
Challenges and opportunities for collective action and unionization in local games industries
Le designer de jeux vidéo comme agent d’évolution à l’ère du jeu casual
Collective Creational Play
Studying Game Development Cultures
Developer Credit
Rethinking Remakes
Video Game Development in India
Creative, Technical, Entrepreneurial
The Cultural Field of Video Game Production in Australia
Beyond the Industry. A Bordieuan Cartography of the Video Game Field
Reconsidering Lost Opportunities for Diverse Representation
Masculine Pleasures as Normalized Practices
Dominant, damaged, disappeared
Garçons manqués, monstres et lolitas
Computing trust
Speeding up, slowing down, breaking down
Creative destruction in the Australian videogames industry
Understanding game data work
Playful Poetics
Geopolitical Implications of E-Sports
The Case of This War of Mine
Résister dans les interstices
What Can We Learn From Studio Studies Ethnographies
Professional Norms and Race in the North American Video Game Industry
Three Waves of Awkwardness
On Balinese Cockfights
| Unique citing works | 65 |
|---|---|
| Citations per year | 5,42 |
| Citation span | 2014 - 2026 (13) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 64 |