ABSTRACT

Most games are not casual products. Despite dreams harbored by wistful wouldbe-developers, video games are not typically made in someone’s basement. They are made by real people-often highly trained, very smart men and womenworking within big companies with real production structures. It is important to consider the mass production of games and the industrial process that makes their production possible, because both their aesthetic form and their consumption are influenced by this over-arching structure. Current hardware, platform ownership, the global economy, competition between publishers, and the goodwill of venture capitalists, all influence the games that are available on the market.