![]() Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. ![]() Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. ![]() Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. ![]()
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