Creative Clustering and the Video Games Industry
Taylor & Francis
ISBN 978-1-041-13477-0
Standardpreis
Bibliografische Daten
Buch. Hardcover
2026
In englischer Sprache
Umfang: 354 S.
Verlag: Taylor & Francis
ISBN: 978-1-041-13477-0
Produktbeschreibung
This book explores game production across regional, national and global contexts. Notably, the widespread adoption of remote working practices in the video games sector challenged the entrenched idea of place-based industry clusters.
The theme of 'clustering' as a process enables analysis across scales, placing local games industries in the context of global forces and wider creative industries at a time of significant dynamism and change. Focusing on the idea of the videogame production cluster, this book draws upon academic research, across creative industries and innovation clusters in multiple regional and national contexts, to explore the contribution of multidisciplinary, cultural influence, diversity and cluster infrastructure to business success. Through seventeen scholarly chapters and three expert interviews, Creative Clustering and the Video Games Industry highlights the crucial interactions between universities, creative research and development and cross-sector innovation in driving the future of the games industry.
This essential collection will establish current knowledge and methods for understanding video game creative clusters in context.
The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-NoDerivatives (CC-BY-ND)4.0 license.
Autorinnen und Autoren
Produktsicherheit
Hersteller
Libri GmbH
Europaallee 1
36244 Bad Hersfeld, DE
gpsr@libri.de
BÜCHER VERSANDKOSTENFREI INNERHALB DEUTSCHLANDS
