Abstract
This book explores game production across regional, national and global contexts. Notably, the widespread adoption of remote working practices in the video games sector challenged the entrenched idea of place-based industry clusters.
The theme of ‘clustering’ as a process enables analysis across scales, placing local games industries in the context of global forces and wider creative industries at a time of significant dynamism and change. Focusing on the idea of the videogame production cluster, this book draws upon academic research, across creative industries and innovation clusters in multiple regional and national contexts, to explore the contribution of multidisciplinary, cultural influence, diversity and cluster infrastructure to business success. Through seventeen scholarly chapters and three expert interviews, Creative Clustering and the Video Games Industry highlights the crucial interactions between universities, creative research and development and cross-sector innovation in driving the future of the games industry.
This essential collection will establish current knowledge and methods for understanding video game creative clusters in context.
The theme of ‘clustering’ as a process enables analysis across scales, placing local games industries in the context of global forces and wider creative industries at a time of significant dynamism and change. Focusing on the idea of the videogame production cluster, this book draws upon academic research, across creative industries and innovation clusters in multiple regional and national contexts, to explore the contribution of multidisciplinary, cultural influence, diversity and cluster infrastructure to business success. Through seventeen scholarly chapters and three expert interviews, Creative Clustering and the Video Games Industry highlights the crucial interactions between universities, creative research and development and cross-sector innovation in driving the future of the games industry.
This essential collection will establish current knowledge and methods for understanding video game creative clusters in context.
| Original language | English |
|---|---|
| Place of Publication | London |
| Publisher | Routledge |
| Number of pages | 354 |
| ISBN (Electronic) | 9781003669982 |
| ISBN (Print) | 9781041134770 |
| Publication status | Accepted/In press - 2026 |
Publication series
| Name | Routledge Research in the Creative and Cultural Industries |
|---|---|
| Publisher | Routledge |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 9 Industry, Innovation, and Infrastructure
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