From aggressively formalised to intensely in/formalised: accounting for a wider range of videogame development practices Article Swipe
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, the global videogame industry is fragmenting. New audiences, distribution platforms, and development tools are expanding the videogame industry into an ecosystem that is at once broadly global and intensely localised. Taking advantage of this nebulous environment are increasingly visible fringes of hobbyists, amateurs, students, and artists that are pushing videogame development in new directions in terms of aesthetics, design process, and distribution channels. The activities of these fringe creators represent a critical but undertheorised aspect of the videogame industry. This article builds on Lobato and Thomas's notion of 'informal media economies' to suggest that the work of these fringes can be usefully considered as informal videogame development practices. It provides a historical look at the videogame industry that demonstrates how it transitioned from a period of aggressive formalisation through the 1980s to the early 2000s into a more intense intermingling of formal and informal actors and processes in the early 2010s. In doing so, this article traces the shifting conduits of creative practice, commerce, and power that these emerging informal practices represent so as to more fully account for the contemporary global videogame industry.
Related Topics
- Type
- article
- Language
- en
- Landing Page
- https://doi.org/10.1080/17510694.2018.1532760
- https://www.tandfonline.com/doi/pdf/10.1080/17510694.2018.1532760?needAccess=true
- OA Status
- hybrid
- Cited By
- 66
- References
- 32
- Related Works
- 10
- OpenAlex ID
- https://openalex.org/W2911830852
Raw OpenAlex JSON
- OpenAlex ID
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https://openalex.org/W2911830852Canonical identifier for this work in OpenAlex
- DOI
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https://doi.org/10.1080/17510694.2018.1532760Digital Object Identifier
- Title
-
From aggressively formalised to intensely in/formalised: accounting for a wider range of videogame development practicesWork title
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articleOpenAlex work type
- Language
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enPrimary language
- Publication year
-
2018Year of publication
- Publication date
-
2018-12-07Full publication date if available
- Authors
-
Brendan KeoghList of authors in order
- Landing page
-
https://doi.org/10.1080/17510694.2018.1532760Publisher landing page
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https://www.tandfonline.com/doi/pdf/10.1080/17510694.2018.1532760?needAccess=trueDirect link to full text PDF
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YesWhether a free full text is available
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hybridOpen access status per OpenAlex
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https://www.tandfonline.com/doi/pdf/10.1080/17510694.2018.1532760?needAccess=trueDirect OA link when available
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Multinational corporation, Distribution (mathematics), Process (computing), Power (physics), Marketing, Work (physics), Sociology, Economic geography, Business, Economics, Computer science, Engineering, Mechanical engineering, Mathematical analysis, Physics, Quantum mechanics, Finance, Operating system, MathematicsTop concepts (fields/topics) attached by OpenAlex
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66Total citation count in OpenAlex
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2025: 2, 2024: 7, 2023: 19, 2022: 6, 2021: 19Per-year citation counts (last 5 years)
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32Number of works referenced by this work
- Related works (count)
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10Other works algorithmically related by OpenAlex
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| corresponding_author_ids | https://openalex.org/A5007479295 |
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| institutions_distinct_count | 1 |
| corresponding_institution_ids | https://openalex.org/I160993911 |
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| citation_normalized_percentile.is_in_top_10_percent | True |