Production of Game Making Spaces: Disco Elysium and the game making community in Estonia

Anna M. Ozimek
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Abstract

Abstract This article discusses Disco Elysium in the context of the development of game making communities in Estonia and international production networks. Drawing on an analysis of secondary sources, in-depth interviews and a survey with game makers in Estonia, this article contributes to studies on national and regional game-production cultures. The aim of this article is two-fold. First, it contributes to studies of game production cultures by discussing the development and structure of game-making communities in Estonia. As such, it enriches the understanding of game production in Europe by providing empirical data about game making in Estonia. Second, based on the example of Disco Elysium, the article demonstrates how national, regional and international production networks contribute to the spatial politics of game production. In conclusion, this article emphasises the importance of the construction of space in game production and the asymmetries of power among game production regions.
游戏制作空间的生产:Disco Elysium和爱沙尼亚的游戏制作社区
本文将在爱沙尼亚游戏制作社区和国际制作网络发展的背景下讨论《Disco Elysium》。通过对二手资料的分析、深度访谈和对爱沙尼亚游戏开发者的调查,本文有助于研究国家和地区游戏制作文化。本文的目的是双重的。首先,它通过讨论爱沙尼亚游戏制作社区的发展和结构,为游戏制作文化的研究做出了贡献。因此,它通过提供爱沙尼亚游戏制作的经验数据,丰富了人们对欧洲游戏制作的理解。其次,本文以《Disco Elysium》为例,阐述了国家、地区和国际生产网络如何影响游戏生产的空间政治。综上所述,本文强调了游戏生产中空间构建的重要性以及游戏生产区域间权力的不对称性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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