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

Author:

Ozimek Anna1

Affiliation:

1. University of York , UK

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.

Publisher

Walter de Gruyter GmbH

Reference30 articles.

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2. BGI 2021. Baltic Game Industry. https://baltic-games.eu/171/ (21 July 2021).

3. Bluemoon 1993. SkyRoads. Tallinn: Bluemoon. http://www.bluemoon.ee/history/skyroads/ (19 August 2021).

4. Caldwell, John T. 2013. ‘Para-Industry: researching Holly- wood blackwaters’. – Cinema Journal 52,3, 157–165.

5. Christopherson, Susan 2006. ‘Behind the screens. How transnational firms are constructing new international division of labor in media work’. – Geoforum 37, 739–752.10.1016/j.geoforum.2006.01.003

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