語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Indie video game development work = ...
~
Styhre, Alexander.
FindBook
Google Book
Amazon
博客來
Indie video game development work = innovation in the creative economy /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Indie video game development work/ by Alexander Styhre.
其他題名:
innovation in the creative economy /
作者:
Styhre, Alexander.
出版者:
Cham :Springer International Publishing : : 2020.,
面頁冊數:
xiv, 246 p. :ill., digital ;24 cm.
內容註:
Chapter One: The ethnographer's dilemma: To understand a world that is not your own while avoiding to misrepresenting it -- Part I: Theoretical Perspectives -- Chapter two: Governing innovation led economies: The role of business creation and creativity -- Chapter three: The passionate worker and deeply meaningful work -- Part II: The empirical material -- Chapter four: Who is an indie developer?: Sorting out the categories -- Chapter five: Social norms in the developer community: The ambiguity of money-making -- Chapter six: In the venture capital market: Raising funds and dealing with investors and financiers -- Chapter seven: Expanding the video game concept: The perceptual and epistemological bases of the digital objects -- Chapter eight: Passionate production in the shadow of the market: The prospects of innovation-led growth.
Contained By:
Springer eBooks
標題:
Video games industry. -
電子資源:
https://doi.org/10.1007/978-3-030-45545-3
ISBN:
9783030455453
Indie video game development work = innovation in the creative economy /
Styhre, Alexander.
Indie video game development work
innovation in the creative economy /[electronic resource] :by Alexander Styhre. - Cham :Springer International Publishing :2020. - xiv, 246 p. :ill., digital ;24 cm.
Chapter One: The ethnographer's dilemma: To understand a world that is not your own while avoiding to misrepresenting it -- Part I: Theoretical Perspectives -- Chapter two: Governing innovation led economies: The role of business creation and creativity -- Chapter three: The passionate worker and deeply meaningful work -- Part II: The empirical material -- Chapter four: Who is an indie developer?: Sorting out the categories -- Chapter five: Social norms in the developer community: The ambiguity of money-making -- Chapter six: In the venture capital market: Raising funds and dealing with investors and financiers -- Chapter seven: Expanding the video game concept: The perceptual and epistemological bases of the digital objects -- Chapter eight: Passionate production in the shadow of the market: The prospects of innovation-led growth.
This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.
ISBN: 9783030455453
Standard No.: 10.1007/978-3-030-45545-3doiSubjects--Topical Terms:
1361632
Video games industry.
LC Class. No.: HD9993.E452 / S794 2020
Dewey Class. No.: 338.477948
Indie video game development work = innovation in the creative economy /
LDR
:03244nmm a2200337 a 4500
001
2221008
003
DE-He213
005
20201027113443.0
006
m d
007
cr nn 008maaau
008
201216s2020 sz s 0 eng d
020
$a
9783030455453
$q
(electronic bk.)
020
$a
9783030455446
$q
(paper)
024
7
$a
10.1007/978-3-030-45545-3
$2
doi
035
$a
978-3-030-45545-3
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
HD9993.E452
$b
S794 2020
072
7
$a
KJMV6
$2
bicssc
072
7
$a
BUS087000
$2
bisacsh
072
7
$a
KJMV6
$2
thema
072
7
$a
PDG
$2
thema
082
0 4
$a
338.477948
$2
23
090
$a
HD9993.E452
$b
S938 2020
100
1
$a
Styhre, Alexander.
$3
618612
245
1 0
$a
Indie video game development work
$h
[electronic resource] :
$b
innovation in the creative economy /
$c
by Alexander Styhre.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Palgrave Macmillan,
$c
2020.
300
$a
xiv, 246 p. :
$b
ill., digital ;
$c
24 cm.
505
0
$a
Chapter One: The ethnographer's dilemma: To understand a world that is not your own while avoiding to misrepresenting it -- Part I: Theoretical Perspectives -- Chapter two: Governing innovation led economies: The role of business creation and creativity -- Chapter three: The passionate worker and deeply meaningful work -- Part II: The empirical material -- Chapter four: Who is an indie developer?: Sorting out the categories -- Chapter five: Social norms in the developer community: The ambiguity of money-making -- Chapter six: In the venture capital market: Raising funds and dealing with investors and financiers -- Chapter seven: Expanding the video game concept: The perceptual and epistemological bases of the digital objects -- Chapter eight: Passionate production in the shadow of the market: The prospects of innovation-led growth.
520
$a
This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.
650
0
$a
Video games industry.
$3
1361632
650
0
$a
Small business.
$3
645917
650
0
$a
Technological innovations
$x
Management.
$3
566644
650
1 4
$a
Innovation/Technology Management.
$3
1565353
650
2 4
$a
Start-Ups/Venture Capital.
$3
2194714
650
2 4
$a
Knowledge Management.
$3
900242
650
2 4
$a
Software Management.
$3
2139173
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer eBooks
856
4 0
$u
https://doi.org/10.1007/978-3-030-45545-3
950
$a
Business and Management (Springer-41169)
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9394587
電子資源
11.線上閱覽_V
電子書
EB HD9993.E452 S794 2020
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入