Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games

The commercial emergence of "indie games" since 2008 represents a fundamental challenge for contemporary game studies. As we still do not have a clear definition of the indie game, its popularity and commercial success have made the conceptualization of this type of game even more complex....

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Autor: Pérez Latorre, Óliver
Tipo de recurso: artículo
Fecha de publicación:2016
País:España
Institución:Universitat Autònoma de Barcelona
Repositorio:Dipòsit Digital de Documents de la UAB
Idioma:inglés
OAI Identifier:oai:ddd.uab.cat:166314
Acceso en línea:https://ddd.uab.cat/record/166314
https://dx.doi.org/urn:doi:10.7238/a.v0i54.2818
Access Level:acceso abierto
Palabra clave:Indie game
Design
Culture
Ideology
Mainstream
Diseño
Cultura
Ideología
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dc.title.none.fl_str_mv Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
¿Indie o mainstream? Tensiones y matices entre lo alternativo y lo mainstream en los indie games
Indie o mainstream? Tensions i matisos entre el que és alternatiu i mainstream en els indie games
title Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
spellingShingle Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
Pérez Latorre, Óliver
Indie game
Design
Culture
Ideology
Mainstream
Diseño
Cultura
Ideología
title_short Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
title_full Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
title_fullStr Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
title_full_unstemmed Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
title_sort Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
dc.creator.none.fl_str_mv Pérez Latorre, Óliver
author Pérez Latorre, Óliver
author_facet Pérez Latorre, Óliver
author_role author
dc.subject.none.fl_str_mv Indie game
Design
Culture
Ideology
Mainstream
Diseño
Cultura
Ideología
topic Indie game
Design
Culture
Ideology
Mainstream
Diseño
Cultura
Ideología
description The commercial emergence of "indie games" since 2008 represents a fundamental challenge for contemporary game studies. As we still do not have a clear definition of the indie game, its popularity and commercial success have made the conceptualization of this type of game even more complex. Far from being a pure videogame model, completely separated from the mainstream sphere, indie games often involve hybridizations and ambiguities between the alternative and the mainstream. Thus this article aims to problematize the neat conceptualizations of indie games as an opposing "genre" to mainstream games by exploring the many tensions and nuances between the alternative and mainstream dimensions that can be identified within indie game production, culture and design. The first part of the article focuses on the production and distribution issues, as well as on the cultural construction and artistic legitimation of indie games. The article then posits a design-centered analytical approach to indie games inspired by Kellner (1995) and based on "procedural rhetorics" (Bogost, 2006; Flanagan and Nissenbaum, 2014). This approach is used to look at commercially successful indie games, which we consider to be an especially suitable object of study for exploring and understanding contemporary culture through the frictions between hegemonic culture and counter-culture, progressivism and conservatism, capitalism and anti-capitalism, as well as the way we conceive these notions.
publishDate 2016
dc.date.none.fl_str_mv 2
2016-01-01
2016
2016-01-01
dc.type.none.fl_str_mv Article
http://purl.org/coar/resource_type/c_6501
VoR
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dc.type.openaire.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://ddd.uab.cat/record/166314
https://dx.doi.org/urn:doi:10.7238/a.v0i54.2818
url https://ddd.uab.cat/record/166314
https://dx.doi.org/urn:doi:10.7238/a.v0i54.2818
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
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https://creativecommons.org/licenses/by/3.0/
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
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dc.source.none.fl_str_mv reponame:Dipòsit Digital de Documents de la UAB
instname:Universitat Autònoma de Barcelona
instname_str Universitat Autònoma de Barcelona
reponame_str Dipòsit Digital de Documents de la UAB
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spelling Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games¿Indie o mainstream? Tensiones y matices entre lo alternativo y lo mainstream en los indie gamesIndie o mainstream? Tensions i matisos entre el que és alternatiu i mainstream en els indie gamesPérez Latorre, ÓliverIndie gameDesignCultureIdeologyMainstreamDiseñoCulturaIdeologíaThe commercial emergence of "indie games" since 2008 represents a fundamental challenge for contemporary game studies. As we still do not have a clear definition of the indie game, its popularity and commercial success have made the conceptualization of this type of game even more complex. Far from being a pure videogame model, completely separated from the mainstream sphere, indie games often involve hybridizations and ambiguities between the alternative and the mainstream. Thus this article aims to problematize the neat conceptualizations of indie games as an opposing "genre" to mainstream games by exploring the many tensions and nuances between the alternative and mainstream dimensions that can be identified within indie game production, culture and design. The first part of the article focuses on the production and distribution issues, as well as on the cultural construction and artistic legitimation of indie games. The article then posits a design-centered analytical approach to indie games inspired by Kellner (1995) and based on "procedural rhetorics" (Bogost, 2006; Flanagan and Nissenbaum, 2014). This approach is used to look at commercially successful indie games, which we consider to be an especially suitable object of study for exploring and understanding contemporary culture through the frictions between hegemonic culture and counter-culture, progressivism and conservatism, capitalism and anti-capitalism, as well as the way we conceive these notions.La emergencia de los indie games como producto comercial desde el año 2008 supone un reto fundamental para los estudios contemporáneos del videojuego. Cuando todavía carecemos de una clara definición del indie game, su popularidad y comercialidad hacen que la conceptualización de este tipo de videojuego resulte más compleja si cabe. Lejos de constituir un modelo de videojuego «puro», completamente separado de la esfera mainstream, los indie games a menudo presentan hibridaciones y ambigüedades entre lo alternativo y lo mainstream. En este sentido, este artículo pretende problematizar la conceptualización nítida de los indie games como un género opuesto a los videojuegos mainstream, a través de una exploración de las múltiples tensiones y matices entre lo alternativo y lo mainstream que pueden ser identificadas en los procesos de producción, la cultura y el diseño de los videojuegos indie. La primera parte del artículo se centra en aspectos de producción y distribución, así como en la construcción cultural y la legitimación artística del indie game. A continuación, se desarrolla un análisis del diseño de indie games inspirado en Kellner (1995) y basado en la retórica procedural (Bogost, 2006; Flanagan y Nissenbaum, 2014). Este análisis se aplica a indie games con éxito comercial, considerándolos un objeto de estudio particularmente interesante para explorar y entender la cultura contemporánea a través de las fricciones entre cultura hegemónica y contracultura, progresismo y conservadurismo, capitalismo y anticapitalismo, y el modo en que estas nociones son concebidas. 22016-01-0120162016-01-01Articlehttp://purl.org/coar/resource_type/c_6501VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttps://ddd.uab.cat/record/166314https://dx.doi.org/urn:doi:10.7238/a.v0i54.2818reponame:Dipòsit Digital de Documents de la UABinstname:Universitat Autònoma de BarcelonaInglésengopen accesshttp://purl.org/coar/access_right/c_abf2Aquest document està subjecte a una llicència d'ús Creative Commons. Es permet la reproducció total o parcial, la distribució, la comunicació pública de l'obra i la creació d'obres derivades, fins i tot amb finalitats comercials, sempre i quan es reconegui l'autoria de l'obra original.https://creativecommons.org/licenses/by/3.0/info:eu-repo/semantics/openAccessoai:ddd.uab.cat:1663142026-06-06T12:50:31Z
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