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Creative spaces need freedom. Any production, especially artistic ones, needs room for 'error', experimentation, in other words, for attempting to invent outside the established pattern. The independent production environment is recognised in various artistic sectors as a space for innovation, as it is detached from the logic of mass production. The greatest innovations on the international games scene have come from independent productions. Great classics have revolutionised the aesthetics and functionality of this new medium. This research aims to analyse the production chains of independent…mehr

Produktbeschreibung
Creative spaces need freedom. Any production, especially artistic ones, needs room for 'error', experimentation, in other words, for attempting to invent outside the established pattern. The independent production environment is recognised in various artistic sectors as a space for innovation, as it is detached from the logic of mass production. The greatest innovations on the international games scene have come from independent productions. Great classics have revolutionised the aesthetics and functionality of this new medium. This research aims to analyse the production chains of independent Brazilian games, starting with a regional analysis in the city of Bauru-Sp. The aim is to be able to observe the factors responsible for the innovation that these games are able to propose, in terms of the management of creative processes, the articulation of innovative agents and the resources mobilised. Understanding the mechanisms of innovation in the world of games and their impact on audience formation are possible outcomes of future studies and research that this work could contribute to.
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Autorenporträt
Lucas Vieira has a degree in Social Communication - Journalism from the São Paulo State University ¿Júlio de Mesquita Filhö - Unesp, at the Faculty of Arts, Architecture and Communication - Faac, in Bauru-sp. Member of the Creative Economy Observation and Study Centre at Unesp - Bauru - Neocriativa. He works as an independent cultural producer.