LEADER 04467nam 22006255 450 001 9910407714703321 005 20220208214059.0 010 $a3-030-45545-9 024 7 $a10.1007/978-3-030-45545-3 035 $a(CKB)5280000000218577 035 $a(MiAaPQ)EBC6227977 035 $a(DE-He213)978-3-030-45545-3 035 $a(PPN)248598287 035 $a(EXLCZ)995280000000218577 100 $a20200613d2020 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aIndie Video Game Development Work $eInnovation in the Creative Economy /$fby Alexander Styhre 205 $a1st ed. 2020. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Macmillan,$d2020. 215 $a1 online resource (252 pages) 311 $a3-030-45544-0 327 $aChapter 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. 330 $aThis 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. . . 606 $aManagement 606 $aIndustrial management 606 $aNew business enterprises 606 $aKnowledge management 606 $aManagement information systems 606 $aInnovation/Technology Management$3https://scigraph.springernature.com/ontologies/product-market-codes/518000 606 $aStart-Ups/Venture Capital$3https://scigraph.springernature.com/ontologies/product-market-codes/514030 606 $aKnowledge Management$3https://scigraph.springernature.com/ontologies/product-market-codes/515030 606 $aSoftware Management$3https://scigraph.springernature.com/ontologies/product-market-codes/522050 615 0$aManagement. 615 0$aIndustrial management. 615 0$aNew business enterprises. 615 0$aKnowledge management. 615 0$aManagement information systems. 615 14$aInnovation/Technology Management. 615 24$aStart-Ups/Venture Capital. 615 24$aKnowledge Management. 615 24$aSoftware Management. 676 $a338.477948 676 $a650 700 $aStyhre$b Alexander$4aut$4http://id.loc.gov/vocabulary/relators/aut$0616190 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910407714703321 996 $aIndie Video Game Development Work$92201450 997 $aUNINA