
The Videogames Handbook
Routledge (Publisher)
1st Edition
Published on 1. January 2025
Book
Paperback/Softback
208 pages
978-0-415-38353-0 (ISBN)
Description
The Videogames Handbook charts the theoretical framework and practical concerns of this global entertainment industry, drawing real world examples to illustrate the processes of making, funding, and financing.
James Newman and Iain Simons present a comprehensive resource for students of videogame design, media and cultural studies, as well as an essential guide for anyone planning a career as a professional in this field. The authors deliver an exploratory overview of the videogames industry, alongside analysis of key industry areas including finance and funding, regulation and ratings and gamification, exploring the popular, mass market products of global development and publishing through to lone developers self-publishing on emerging mobile platforms and taking advantage of social media marketing and innovative forms of funding.
The Videogames Handbook features in-depth case studies including:
Rovio and the Angry Birds revolution
the industry impact of companies including Electronic Arts, Revolution Software and Lady Shotgun Games
Mike Bithell and the making and marketing Thomas Was Alone
thatgamecompany and 'emotional gaming'
Naughty Dog and the development of AAA titles for next-generation platforms.
James Newman and Iain Simons present a comprehensive resource for students of videogame design, media and cultural studies, as well as an essential guide for anyone planning a career as a professional in this field. The authors deliver an exploratory overview of the videogames industry, alongside analysis of key industry areas including finance and funding, regulation and ratings and gamification, exploring the popular, mass market products of global development and publishing through to lone developers self-publishing on emerging mobile platforms and taking advantage of social media marketing and innovative forms of funding.
The Videogames Handbook features in-depth case studies including:
Rovio and the Angry Birds revolution
the industry impact of companies including Electronic Arts, Revolution Software and Lady Shotgun Games
Mike Bithell and the making and marketing Thomas Was Alone
thatgamecompany and 'emotional gaming'
Naughty Dog and the development of AAA titles for next-generation platforms.
Reviews / Votes
'Games Studies is an emerging and fast-growing area and this would be an invaluable addition to the literature in the field...' - Paul Ward, Brunel University, UK '...game studies is a new disciplinary area which has gained not only academic recognition but also attracted ever higher levels of student interest. What is particularly interesting about this book is its aim to cover three aspects of videogames: their production, player culture and games as an academic discipline.' - Caroline Peletier, University of London, UK 'The book will serve as a good overview and introduction to various important sectors in the field.' - Diane Carr, University of London, UKMore details
Series
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Illustrations
15 s/w Photographien bzw. Rasterbilder
15 Halftones, black and white
Dimensions
Height: 234 mm
Width: 156 mm
ISBN-13
978-0-415-38353-0 (9780415383530)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Persons
David Surman is the Associate programme leader and Lecturer in Computer Games Design and Associate Lecturer in Animation at the Newport School of Art, Media and Design, University of Wales, Newport.
Content
1. Introduction 2. The videogames industry 3. Finance and Funding 4. Gamification 5. Regulation and ratings 6. Game development