rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    non sort: The
    title: Unity Game Engine and the Circuits of Cultural Software
  name:
    name part: Nicoll, Benjamin.
    role:
      role term: creator
    role:
      role term: author.
    role:
      role term: aut
    role:
      role term: http://id.loc.gov/vocabulary/relators/aut
  name:
    name part: Keogh, Brendan.
    role:
      role term: author.
    role:
      role term: aut
    role:
      role term: http://id.loc.gov/vocabulary/relators/aut
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: gw
    date issued: 2019
    edition: 1st ed. 2019.
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: IX, 123 p. 7 illus., 5 illus. in color. online resource.
  abstract: Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as 'cultural software' that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its 'circuits of cultural software'. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
  note: by Benjamin Nicoll, Brendan Keogh.
  subject:
    topic: Culture
  subject:
    topic: Technology
  subject:
    topic: Multimedia information systems
  subject:
    topic: Computer games-Programming
  subject:
    topic: Culture and Technology
  subject:
    topic: Multimedia Information Systems
  subject:
    topic: Game Development
  classification: HM621-656
  classification: 306.46
  related item:
    title info:
      title: Springer eBooks
  identifier: 9783030250126
  identifier: https://doi.org/10.1007/978-3-030-25012-6
  record info:
    record creation date: 190822
    record change date: 20191220125610.0
    record identifier: 978-3-030-25012-6