Book contents
- Frontmatter
- Contents
- Introduction
- 1 Making Media: Production, Practices, and Professions
- Production
- Research
- 2 Media Industries: A Decade in Review
- 3 Media Production Research and the Challenge of Normativity
- 4 Access and Mistrust in Media Industries Research
- 5 Cultural and Creative Industries and the Political Economy of Communication
- 6 The Platformization of Making Media
- Economics and Management
- 7 The Disappearing Product and the New Intermediaries
- 8 Value Production in Media Industries and Everyday Life
- 9 Transformation and Innovation of Media Business Models
- 10 Shifts in Consumer Engagement and Media Business Models
- 11 Media Industries’ Management Characteristics and Challenges in a Converging Digital World
- Policy
- 12 Global Media Industries and Media Policy
- 13 Media Concentration in the Age of the Internet and Mobile Phones
- Practices
- Innovation
- 14 Making (Sense of) Media Innovations
- 15 Start-up Ecosystems Between Affordance Networks, Symbolic Form, and Cultural Practice
- Work Conditions
- 16 Precarity in Media Work
- 17 Making It in a Freelance World
- 18 Diversity and Opportunity in the Media Industries
- 19 Labour and the Next Internet
- Affective Labour
- 20 Affective Labour and Media Work
- 21 Affective Qualities of Creative Labour
- 22 A Business of One or Nurturing the Craft: Who are You?
- Professions
- Music
- 23 Music in Times of Streaming: Transformation and Debate
- 24 Popular Music, Streaming, and Promotional Media: Enduring and Emerging Industrial Logics
- Television
- 25 Show Me the Money: How Revenue Strategies Change the Creative Possibilities of Internet-Distributed Television
- 26 Flexibility, Innovation, and Precarity in the Television Industry
- Social Media
- 27 Creator Management in the Social Media Entertainment Industry
- 28 #Dreamjob: The Promises and Perils of a Creative Career in Social Media
- Public Relations and Advertising
- 29 Redefining Advertising in a Changing Media Landscape
- 30 Perceptions and Realities of the Integration of Advertising and Public Relations
- Digital Games
- 31 Game Production Logics at Work: Convergence and Divergence
- 32 Reflections on the Shifts and Swerves of the Global Games Industry
- Journalism
- 33 ‘It Never Stops’: The Implicit Norm of Working Long Hours in Entrepreneurial Journalism
- 34 Transmedia Production: Key Steps in Creating a Storyworld
- Conclusion
- 35 Making Media: Observations and Futures
- Author Biographies
32 - Reflections on the Shifts and Swerves of the Global Games Industry
Published online by Cambridge University Press: 24 November 2020
- Frontmatter
- Contents
- Introduction
- 1 Making Media: Production, Practices, and Professions
- Production
- Research
- 2 Media Industries: A Decade in Review
- 3 Media Production Research and the Challenge of Normativity
- 4 Access and Mistrust in Media Industries Research
- 5 Cultural and Creative Industries and the Political Economy of Communication
- 6 The Platformization of Making Media
- Economics and Management
- 7 The Disappearing Product and the New Intermediaries
- 8 Value Production in Media Industries and Everyday Life
- 9 Transformation and Innovation of Media Business Models
- 10 Shifts in Consumer Engagement and Media Business Models
- 11 Media Industries’ Management Characteristics and Challenges in a Converging Digital World
- Policy
- 12 Global Media Industries and Media Policy
- 13 Media Concentration in the Age of the Internet and Mobile Phones
- Practices
- Innovation
- 14 Making (Sense of) Media Innovations
- 15 Start-up Ecosystems Between Affordance Networks, Symbolic Form, and Cultural Practice
- Work Conditions
- 16 Precarity in Media Work
- 17 Making It in a Freelance World
- 18 Diversity and Opportunity in the Media Industries
- 19 Labour and the Next Internet
- Affective Labour
- 20 Affective Labour and Media Work
- 21 Affective Qualities of Creative Labour
- 22 A Business of One or Nurturing the Craft: Who are You?
- Professions
- Music
- 23 Music in Times of Streaming: Transformation and Debate
- 24 Popular Music, Streaming, and Promotional Media: Enduring and Emerging Industrial Logics
- Television
- 25 Show Me the Money: How Revenue Strategies Change the Creative Possibilities of Internet-Distributed Television
- 26 Flexibility, Innovation, and Precarity in the Television Industry
- Social Media
- 27 Creator Management in the Social Media Entertainment Industry
- 28 #Dreamjob: The Promises and Perils of a Creative Career in Social Media
- Public Relations and Advertising
- 29 Redefining Advertising in a Changing Media Landscape
- 30 Perceptions and Realities of the Integration of Advertising and Public Relations
- Digital Games
- 31 Game Production Logics at Work: Convergence and Divergence
- 32 Reflections on the Shifts and Swerves of the Global Games Industry
- Journalism
- 33 ‘It Never Stops’: The Implicit Norm of Working Long Hours in Entrepreneurial Journalism
- 34 Transmedia Production: Key Steps in Creating a Storyworld
- Conclusion
- 35 Making Media: Observations and Futures
- Author Biographies
Summary
The games industry is only thirty years old and has already undergone major shifts and changes. Console companies once dominated the field, but the rise of apps and games on smartphones has disrupted the industry. Using an ethnographic study among game developers as a yardstick, this chapter discusses what has changed and what has stayed the same in the global games industry over the years.
Introduction
Since 1988, the Game Developers Conference (GDC) in San Francisco is the largest annual gathering of professional video game developers around the world, focusing on learning, inspiration, and networking. The conference attracts around 12,000 professionals. The event includes an expo, networking events, awards shows such as the Independent Games Festival and the Game Developers Choice Awards, and a variety of tutorials, lectures, and roundtables by industry professionals on game-related topics covering programming, design, audio, production, business and management, and visual arts.
There is something about GDC that serves as an interesting touch point for the ebbs and flows of the videogames industry. Does GDC capture all of the diversity and interesting aspects of the global videogames industry? No, certainly not. While people from around the world attend GDC, it remains very US-centric. There are elements that escape coverage or attention and many developers can't afford to attend. In other cases, aspects are specifically not highlighted by choices made by the event's advisory board. But, there is something important about the pilgrimage that so many game developers make each year to Moscone Center in San Francisco. As such, it continues to serve as an interesting index, or insight, into the various shifts and swells that move the videogames industry.
It is because of this I use GDC as a marker of time's passing in the videogames industry, indeed as an annual event that sort of makes sense. But GDC isn't just about the passage of time. Each year at the event there is something(s) that captivates developers’ imaginations and is further brought out into the light. The event proves as an interesting and important metric by which to judge my own work on the games industry.
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- Information
- Making MediaProduction, Practices, and Professions, pp. 427 - 438Publisher: Amsterdam University PressPrint publication year: 2019