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Adopting a game production studies perspective, this article focuses on crowdfunding as a new channel for independent game development and the shifts crowdfunding causes in the game production network. Two successfully crowdfunded case examples\u2014 Bloodstained (2018), a digital game, and Conan (2016), a board game\u2014are used to illustrate changes crowdfunding causes in the traditional game production environment. In removing the publisher as an \u201cunnecessary\u201d middleman, crowdfunded productions need to take care of the many tasks that used to belong to publishers, such as marketing, partner sourcing, distribution networks, and customer relationships. As projects turn to emerging production network intermediaries, their significance\u2014as well as that of the crowdfunding backers\u2014provides evidence to classify the crowdfunding model as a new game production logic.<\/jats:p>","DOI":"10.1177\/1555412017748108","type":"journal-article","created":{"date-parts":[[2018,2,1]],"date-time":"2018-02-01T12:11:36Z","timestamp":1517487096000},"page":"114-137","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":24,"title":["Double Duty: Crowdfunding and the Evolving Game Production Network"],"prefix":"10.1177","volume":"15","author":[{"given":"Heikki","family":"Tyni","sequence":"first","affiliation":[{"name":"School of Information Sciences, University of Tampere, Tampere, Finland"}]}],"member":"179","published-online":{"date-parts":[[2017,12,27]]},"reference":[{"key":"bibr48-1555412017748108","volume-title":"Bloodstained: Ritual of the Night [Computer game]","author":"ArtPlay, &amp; Dico","year":"2018"},{"key":"bibr1-1555412017748108","doi-asserted-by":"crossref","unstructured":"Agrawal A. 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