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  • Behind the Scenes of the Video Game Industry: Storytelling, Power Dynamics, and Myth

    Behind the Scenes of the Video Game Industry by Švelch, Jan;

    Storytelling, Power Dynamics, and Myth

    Series: Games and Play;

      • GET 10% OFF

      • Publisher's listprice GBP 171.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        77 653 Ft (73 955 Ft + 5% VAT)
      • Discount 10% (cc. 7 766 Ft off)
      • Discounted price 69 887 Ft (66 560 Ft + 5% VAT)

    69 887 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

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    Product details:

    • Edition number 1
    • Publisher Routledge
    • Date of Publication 31 July 2026

    • ISBN 9789048573202
    • Binding Hardback
    • No. of pages142 pages
    • Size 234x156 mm
    • Weight 420 g
    • Language English
    • Illustrations 2 Line drawings, black & white; 5 Tables, black & white
    • 700

    Categories

    Short description:

    Behind-the-Scenes of the Video Game Industry investigates how behind-the-scenes narratives and making-of materials are shaped by power dynamics within the video game industry and they often reinforce the existing professional hierarchies by shining the spotlight on those who are already at the top. 

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    Long description:

    Behind the Scenes of the Video Game Industry explores the stories behind video game production. It investigates how behind-the-scenes narratives and making-of materials are shaped by power dynamics within the video game industry, and how they often reinforce the existing professional hierarchies by shining the spotlight on those who are already at the top. Which roles, however, are undervalued? How are crunch and other problematic work practices normalized and obscured to both the industry practitioners and the public?


    This book builds on concepts of paratextuality and the growing field of production studies to offer a critical framework for the analysis of industrial storytelling and reflexivity, supported by empirical case studies on art books, game awards, and promotional materials. Readers will gain insights into how these narratives influence the video game industry’s status quo, making it an essential resource for understanding the hidden forces shaping game production.


    This book is relevant to students and scholars interested in video games, media, film, or more broadly cultural industries. It can also be helpful for video game developers and aspiring game makers by showing the impact of behind-the-scenes materials on the current status quo of the video game industry.


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    Table of Contents:

    Table of Contents


     


    Introduction


    The State of Video Game Industries


    Theoretical Framework and Methodology


    Structure of the Book


    Acknowledgments


    Bibliography


     


    Part A: Frameworks and Foundations


    1. Theory of Industrial Storytelling


    A Quick Note on Authorship Theory


    Paratextuality


    Industrial Reflexivity, Para-Industry, and the Shadow Academy


    Audiences, Production Trivia, and Production Literacy


    Bibliography


     


    2. Production Realities and Reflections


    Game Development Roles and Team Composition


    Claiming Individual Authorship


    Authorship Terminologies and Cinematic Remediation


    Conclusions and Alternatives


    Bibliography


     


    3. The Many Voices of Industrial Storytelling


    The Figurative Line and its Relevance for the Video Game Industry


    Corporate Reflexivity


    Above-the-Line Reflexivity


    Below-the-Line Reflexivity


    Competing Agendas in Industrial Reflexivity


    Bibliography


     


    Part B: Practices


    4. Making-of Materials: Promotion and Commodification


    Promotion: Stray Gods’ Making-of as Promotable Facts


    Commodification: Art Books


    Conclusions: Selling a Story


    Bibliography


     


    5. The Game of the Year


    Cultural Awards as Industrial Reflexivity


    Game Awards and Prizes


    The Game Awards: Analysis


    The Game Awards as a Venue for Industrial Reflexivity


    Bibliography


     


    Conclusion: Dispelling Myths of Industrial Storytelling


    Harmful versus Helpful


    Obfuscation versus Transparency


    Production “Magic”


    People versus Brands


    Idealization and Vilification of Video Game Companies


    Passion Discourse


    How to Change the Unsustainable Status Quo


    Bibliography


     


    Index

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