1.

Record Nr.

UNISA996389350403316

Titolo

By the Council of State. A proclamation [[electronic resource]] : Whereas by an act of the last Parliament, intituled, An act for dissolving the Parliament begun the third of November 1640, and for the calling and holding of a Parliament at Westminster the 25 of April 1660. .

Pubbl/distr/stampa

[London], : Printed by Abel Roper, and Tho : Collins, Printers to the Council of State, [1660]

Descrizione fisica

1 sheet ([1] p.)

Soggetti

Catholics - England - Legal status, laws, etc

Great Britain Politics and government 1649-1660 Early works to 1800

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Title from caption and opening lines of text.

Date and place of publication from Wing.

"Recites provisions of Act for summoning Parliament. No rebel in Ireland, nor any one who has made war on Parliament, nor their sons, may be elected. This to be proclaimed at the time and place of electing, before the elections." -- Cf. Steele.

Dated at end: Wednesday March 28. 1660. By the Council of State at VVhitehal.

Annotation on Thomason copy: "March. 29".

Reproduction of the original in the British Library.

Sommario/riassunto

eebo-0018



2.

Record Nr.

UNISA996418943803316

Autore

Sotamaa Olli

Titolo

Game production studies / / ed. by Jan Svelch, Olli Sotamaa

Pubbl/distr/stampa

Amsterdam University Press, 2021

Amsterdam : , : Amsterdam University Press, , [2021]

©2021

ISBN

90-485-5173-0

Edizione

[1st ed.]

Descrizione fisica

1 online resource (356 p.)

Collana

Games and Play ; ; 5

Disciplina

338.4/77948

Soggetti

Video games industry

Video games - Design

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

Frontmatter -- Table of Contents -- Introduction: Why Game Production Matters? -- Contributors -- Labour -- 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation -- 2. Self-Making and Game Making in the Future of Work -- 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a 'Global Games' Era -- 4. Intermediating the Everyday : Indie Game Development and the Labour of Co-Working Spaces -- Development -- 5. Game Developers Playing Games : Instrumental Play, Game Talk, and Preserving the Joy of Play -- 6. Game Development Live on Twitch : Observations of Practice and Educational Synergies -- 7. Unity Production: Capturing the Everyday Game Maker Market -- 8. More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development -- Publishing & Monetization -- 9. How to Study Game Publishers: Activision Blizzard's Corporate History -- 10. Who Creates Microtransactions : The Production Context of Video Game Monetization -- 11. Regulating In-Game Monetization : Implications of Regulation on Games Production -- Regional Perspectives -- 12. Promises of the Periphery : Producing Games in the Communist and Transformation-Era Czechoslovakia -- 13. Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry -- 14. The Development of Greater China's Games Industry :



From Copying to Imitation to Innovation -- Before and After: Towards Inclusive Production Studies, Theories, and Methods -- Complete Bibliography -- Index

Sommario/riassunto

Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.