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While \u201cthe videogame industry\u201d as a sector of the economy accounts for the flow of capital between corporate actors and global markets, as a concept it is insufficient to account for the spectrum of cultural activities and identities that constitute videogame production. In this article, I instead follow Bourdieu to consider videogame production as a cultural field. The videogame field is locally situated and constituted by a contested range of activities and identities implicated in interrelated economic, cultural, and social forces. Drawing from empirical research with videogame makers in Australia, this article\u2019s conceptualization of the videogame field provides ways to better account for the plurality of ways videogames makers navigate economic stability and creative autonomy.<\/jats:p>","DOI":"10.1177\/1555412019873746","type":"journal-article","created":{"date-parts":[[2019,9,11]],"date-time":"2019-09-11T00:03:43Z","timestamp":1568160223000},"page":"116-135","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":40,"title":["The Cultural Field of Video Game Production in Australia"],"prefix":"10.1177","volume":"16","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-4565-4641","authenticated-orcid":false,"given":"Brendan","family":"Keogh","sequence":"first","affiliation":[{"name":"School of Communication, Digital Media Research Centre, Queensland University of Technology, Brisbane, Australia"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"179","published-online":{"date-parts":[[2019,9,10]]},"reference":[{"key":"bibr1-1555412019873746","volume-title":"Rise of the videogame Zinesters","author":"Anthropy A.","year":"2012"},{"key":"bibr2-1555412019873746","volume-title":"Video games around the world","author":"Apperley T. 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