Please use this identifier to cite or link to this item: https://hdl.handle.net/2440/64512
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dc.contributor.authorPotanin, Robin-Annen
dc.date.issued2010en
dc.identifier.citationProceedings of the 3rd International Conference of Fun and Games, held in Leuven, Belgium 15-17 September, 2010: pp.135-143en
dc.identifier.isbn9781595930361en
dc.identifier.urihttp://hdl.handle.net/2440/64512-
dc.description.abstractThis paper is a cultural analysis of the business of videogame production, the industry’s personalities, its development practices and market influences. It is a critique of the ‘I’ methodology of game design and its influence on game content, especially characterization. It provides insight into the impact of US publishers and markets on Australian game development 2004- 2009. Results of related studies and literature are reviewed and supplemented with anecdotal reports to construct a picture of the current forces in play in videogame production. While it may be fun to play games, it is often far from fun to make them.en
dc.description.statementofresponsibilityRobin Potaninen
dc.language.isoenen
dc.publisherACMen
dc.rightsCopyright 2010 ACMen
dc.subjectVideogame Production; Cultural Analysis; ‘I’ Methodology; Game Design; Character Designen
dc.titleForces in play: The business and culture of videogame productionen
dc.typeConference paperen
dc.contributor.schoolSchool of Humanities : Mediaen
dc.contributor.conferenceInternational Conference of Fun and Games (3rd : 2010 : Leuven, Belgium)en
dc.identifier.doi10.1145/1823818.1823833en
Appears in Collections:Media Studies publications

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