This chapter presents the empirical and theoretical foundation for the narrative in this book. I would encourage all readers to read the section on crux events at the end of this chapter. The rest of the chapter is background information that video game professionals or innovation experts may already know. There are no practical lessons. There are three general sections: 1. An overview of the video game industry: (a) Global (b) UK (c) Indie game development (d) Game Jams; 2. Definitions and descriptions of incubators, accelerators, and coworking spaces; 3. Crux events.

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Theoretical Framework: Video Game Development, Innovation Spaces, and Crux Events

  • Devon Gidley

摘要

This chapter presents the empirical and theoretical foundation for the narrative in this book. I would encourage all readers to read the section on crux events at the end of this chapter. The rest of the chapter is background information that video game professionals or innovation experts may already know. There are no practical lessons. There are three general sections: 1. An overview of the video game industry: (a) Global (b) UK (c) Indie game development (d) Game Jams; 2. Definitions and descriptions of incubators, accelerators, and coworking spaces; 3. Crux events.