Behind the Scenes of the Video Game Industry

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A01=Jan Svelch
Author_Jan Svelch
authorship theory
Category=A
Category=JBCT
Category=UG
creative labour
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
forthcoming
industrial reflexivity
media industries research
paratextual analysis
production studies
video game production culture

Product details

  • ISBN 9789048573202
  • Dimensions: 156 x 234mm
  • Publication Date: 17 Aug 2026
  • Publisher: Pallas Publications
  • Publication City/Country: NL
  • Product Form: Hardback
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Behind the Scenes of the Video Game Industry explores the stories behind video game production. It investigates how behind-the-scenes narratives and making-of materials are shaped by power dynamics within the video game industry, and how they often reinforce the existing professional hierarchies by shining the spotlight on those who are already at the top. Which roles, however, are undervalued? How are crunch and other problematic work practices normalized and obscured to both the industry practitioners and the public?

This book builds on concepts of paratextuality and the growing field of production studies to offer a critical framework for the analysis of industrial storytelling and reflexivity, supported by empirical case studies on art books, game awards, and promotional materials. Readers will gain insights into how these narratives influence the video game industry’s status quo, making it an essential resource for understanding the hidden forces shaping game production.

This book is relevant to students and scholars interested in video games, media, film, or more broadly cultural industries. It can also be helpful for video game developers and aspiring game makers by showing the impact of behind-the-scenes materials on the current status quo of the video game industry.

Jan Švelch is a researcher at the Faculty of Social Sciences, Charles University, Czechia. His research interests include game production studies, video game voice acting, industrial reflexivity, paratextuality, and analog games. He co-edited Game Production Studies (2021, with Olli Sotamaa).

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