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    Indie Games in the Digital Age

    Indie Games in the Digital Age by Clarke, M.J.; Wang, Cynthia;

    Series: Approaches to Digital Game Studies;

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      • Publisher's listprice GBP 31.99
      • 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.

        14 443 Ft (13 755 Ft + 5% VAT)
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      • Discount is valid until: 30 June 2026

    11 843 Ft

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    Product details:

    • Publisher Bloomsbury Publishing (UK)
    • Date of Publication 30 December 2021
    • Number of Volumes Paperback

    • ISBN 9781501388545
    • Binding Paperback
    • No. of pages240 pages
    • Size 212x138x16 mm
    • Weight 340 g
    • Language English
    • 167

    Categories

    Long description:

    A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

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    Table of Contents:

    1. Introduction
    M.J. Clarke (Cal State LA, USA) & Cynthia Wang (Cal State LA, USA)
    2. This is how a garden grows: Cultivating emergent networks in the development of Stardew Valley
    Kevin Rutherford (SUNY Cortland, USA)
    3. The making of Escape Room in a Box
    Cynthia Wang (Cal State LA, USA)
    4. A semi-commercial endeavor: TSR Hobbies and fan publishing
    Aaron Trammell (UC Irvine, USA)
    5. From tool to community to style: The influence of software tools on game development communities and aesthetics
    Emilie Reed (University of Abertay, UK)
    6. Paper code and digital goods: The economic values in type-in market games
    Patrick Davidson (New York University, USA)
    7. Playing out of Steam: Indie games, dependent networks, and The Stanley Parable
    Caleb Andrew Milligan (University of Florida, USA)
    8. Brews, burgers and indie bombast: The antiestablishment neoliberalism of Devolver Digital
    John Vanderhoef (California State University, Dominguez Hills, USA)
    9. In search of queer spaces: Indie games, representation, and the politics of inclusion
    Cody Mejeur (Michigan State University, USA)
    10. The powers and pitfalls of queer indie game-making: An interview with Mo Cohen
    Bonnie Ruberg (UC Irvine, USA)
    11. Postmortems and indie cultural work
    M.J. Clarke (Cal State LA, USA)
    12. Conclusion
    M.J. Clarke (Cal State LA, USA) & Cynthia Wang (Cal State LA, USA)
    Index

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