This book builds on concepts of industrial reflexivity (John Thornton Caldwell) and paratextuality (Gérard Genette), and the growing field of production studies to offer a critical framework for the analysis of industrial storytelling and reflexivity (presented in Chapter 3), supported by empirical case studies on art books, game awards, and promotional materials (presented in Chapters 4 and 5). Readers will gain insights into how these narratives influence the video game industry’s status quo, making it a useful resource for understanding the forces shaping game production.
Abbreviated table of contents:
IntroductionPart A: Frameworks and Foundations
1. Theory of Industrial Storytelling
2. Production Realities and Reflections
3. The Many Voices of Industrial StorytellingPart B: Practices
4. Making-of Materials: Promotion and Commodification
5. The Game of the YearConclusion: Dispelling Myths of Industrial Storytelling


