This ongoing research is set to explore the production cultures and the industrial practices in the development of games (video games, alternate reality games, tabletop games). It specifically investigates the processes and workflows by which the industry develops, finances and distributes the product in the contemporary market, in a context of dominant internationalisation and interconnectivity.
The research analyses how a game is produced, from concept to the post-release, and what are the steps through which an idea is transformed into a ludic experience. The investigation analyses both the successful elements and the flaws of the contemporary industrial processes through representative case studies. The aim is to define an effective workflow for industries to adopt and adapt to their productions. In the contemporary production, marketing has increasingly taken advantages of transmedia strategies to find new consumers and consolidate old users. Therefore, this research explores transmedia storytelling as an industrial tactic to expand the narrative behind the game on other media and reach a cross audience.
The impact of this research resides in formulating a workflow for the development of games which facilitates the industry in minimising the costs of production, economically support the development, efficiently organise the working team and set effective marketing strategies to expand the consumers.
The investigation involves an open-ended strategy for qualitative data collection, observation, interviews and mixed research methods. The research focuses on contemporary production and involves the participation of working game developers such as Matteo Lana and Gerardo Verna. The study is at an early stage and is expected to generate a series of research outputs such as publications and workshops.
Publications:
Balla, G. in Carbone, M. B. and Fassone, R. (2020) Il Videogioco in Italia: Storie, Rappresentazioni, Contesti. Udine & Milano: Mimesis.