CS250 Lecture Notes - Lecture 7: Fast Fashion, Cultural Policy

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Work goes unrecognized-- wasing your ime work spent on the producion of the game, but if fans do not like it it"s worthless, also over-ime work un-credited. Fighing for atenion of audiences especially compeing against the triple a industry: take on all roles of producion and markeing bc they don"t have access to same distribuion channels. Reviews mediate cultural labour relects the feelings of the arist who may trying to accomplish something further. Vulnerability** -- when arist is subject to public scruinty it afects them emoionally. Human imaginaion= source that we tend not to see, or think about. Not constrained by ime limits therefore quality= more invested into: however not same technology as triple a. Games relected in the arists life, experiences, thoughts and contain meanings. Expressing tensions and poliics/ ethics of the choice of working in indie context as opposed to big triple a context.

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