The Independent Production of Culture
A Digital Games Case Study
Bibliographic Data
| ID | 2409412 |
|---|---|
| Authors | Chase Bowen Martins (0000-0001-5052-664X), Chase Bowen Martin (Indiana University), Mark Deuze (0000-0002-1986-5050, Indiana University, corresponding author) |
| Year | 2009 |
| Volume | 4 |
| Issue | 3 |
| Pages | 276-295 |
| Publication date | 2009-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412009339732 |
| OpenAlex | W2121994986 |
| Language | EN |
| Citations received | 37 |
| References cited | 19 |
Throughout the community of game players, developers, and journalists, the term ``independent'' is used in a number of ways to describe a type of development next to, or juxtaposed with, the mainstream process of creating, marketing, distributing, and playing digital games. Yet, this ``independence'' is something quite different from what the literature on independent, alternative, oppositional, radical, or otherwise nonmainstream media tends to suggest or advocate. The contemporary context of game design and development practices throughout the industry forces us to rethink assumptions about independence and autonomy in creative labor, about the communicative practices between media companies across the entire business spectrum of the global media industry, and about diversity or homogeneity in the production of culture. In this article, we aim to articulate more precisely what it means to create, work in, and give meaning to independent computer and video game production
Advertising · Autonomy · Business · Context (archaeology · Economics · Game design · Game Developer · Mainstream · Microeconomics · Multimedia · Political science · Production (economics · Public relations · Sociology · Video game · Computer Science · Cultural Industries and Urban Development · Digital Games and Media · Gender, Feminism, and Media · Marketing
O som (in)conformado
The perils of project-based work
Push
Making Games
Eksistensi video game streaming dalam industri gaming Indonesia
The elusive “indieness
O uso da música no game survival-horror Pesadelo – Regressão
Türk Oyun Sektöründe Alternatif Bir Finansman ve Pazarlama Modeli
Interpretation of Map Symbols in the Context of Gamers’ Age and Experience
Who gets to be independent
The multiplex of value creation and capture logics in the video game industry
Redesigning game industries studies
Understanding video game developers as an occupational community
Videogames and Agency
Collective Creational Play
Crossing borders, shaping perceptions
Seeking Deep Relations in a Precarious Industry
Contested Formations of Digital Game Labor
Video games and the crowdfunding ideology
Independent magazines and the rejuvenation of print
From copycat to magical monkey
The spatialisation of the digital games industry
The dynamics of global visual effects and games development industries
Don't clone my indie game, bro”
PewDiePie som kulturkritisk aktør - metakritik og konstruktionen af 'indie
Video games development in the periphery
Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
Can't Stop the Signal
Video games, contestation, and meaning
The impacts of live streaming and Twitch.tv on the video game industry
Gaming on the edge
How Technological Change Affects Power Relations in Global Markets
Videojuegos y sociedades de control
Games With a Continuum
Newcomers in a Global Industry
Toward Greater Production Diversity
Interrogating Creative Theory and Creative Work
The Parallax View
Temporary Architectures of Learning
Balancing Act
Immaterial Fordism
The Business and Culture of Digital Games
Digital Play
Video games production networks
Console video games and global corporations
Cultural production and the corporation
Cultural industries in the Digital Age
Industry Evolution and Cross-Sectoral Skill Transfers
Alternative Media
The Production of Culture Perspective
Inhabited Institutions
| Unique citing works | 37 |
|---|---|
| Citations per year | 2,47 |
| Citation span | 2011 - 2026 (16) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 35 |