The Role of Dual Institutional- and Technological Entrepreneurship in the Formation of the Japanese Social-Game Industry

Author(s):  
Mirko Ernkvist
2021 ◽  
Vol 13 ◽  
pp. 197-212
Author(s):  
Hanna Kuliga

The presented article covers the subject of creating one’s identity in a virtual reality of video games, in the perspective of LGBT characters and their influence on the exploration of the sexual identity of a gamer. It describes the means by which the user has the ability to experiment with and express their identity, putting an emphasis on the role of immersion and cultural reflection in this process. The fol-lowing presented issues concern the representation of sexual minorities and negative phenomena that are present in the virtual space (such as queerbaiting), which have an impact on both the user, as well as the game industry. It emphasizes the role of the appearance of LGBT characters in this medium, which potentially can positively influence the player and producer communities. In this article I also describe three examples of non-heteronormative characters and their importance to users and developers of the given games.


Author(s):  
Patricia A. Young

The global game industry expects substantial growth in the next decades. Massive multiplayer online games (MMOG) are expected to skyrocket from the $3.8 billion reported in 2006 to $11.8 billion by 2011 (Olausson, 2007). The video game industry is expected to grow at an annual rate of 9.1%, or from a $31.6 billion in 2006 to $48.9 by 2011. Serious games are the new growth area. These games are reportedly not for entertainment purposes and are being developed by and for industries such as government, education, health, and business (Scanlon, 2007). Given these figures, the role of game design will have global implications for groups of people around the world. Therefore, design and development must meet the challenges of this technological revolution.


2007 ◽  
Vol 31 (6) ◽  
pp. 791-806 ◽  
Author(s):  
Mike Wright ◽  
Keith M. Hmieleski ◽  
Donald S. Siegel ◽  
Michael D. Ensley

2016 ◽  
Vol 24 (3) ◽  
pp. 244-261 ◽  
Author(s):  
Alexander Styhre ◽  
Björn Remneland-Wikhamn ◽  
Anna-Maria Szczepanska ◽  
Jan Ljungberg

2020 ◽  
Vol 14 (80) ◽  
pp. 95-112
Author(s):  
A. S. Belichenko ◽  

This article discusses the features of the functioning of digital agencies in the Internet economy of the Russian Federation. The author of scientific work presented market analysis customized web development and marketing, including the basic parameters of the market, property supply and demand, consumption structure of services, the industry’s contribution to the Internet economy, the issues of digitalization, the role of the Russian outsourcing IT-companies in the international arena. The main problems facing the Internet economy market are analyzed and methods of their solution are proposed. Based on the study of the conceptual framework of the topic of scientific work, as well as based on the works of economists, leading programmers and consulting companies, the author examines the economic nature of the functioning of full-service agencies, in particular their Russian specifics. The analysis of programs and reforms that regulate the new rules for the use of digital technologies in the legislation of the Russian Federation, and their impact on improving the efficiency of technological entrepreneurship, was also carried out.


2021 ◽  
pp. 194855062110556
Author(s):  
Yngwie Asbjørn Nielsen ◽  
Isabel Thielmann ◽  
Ingo Zettler ◽  
Stefan Pfattheicher

Does giving behavior in economic games reflect true prosocial preferences or is it due to confusion? Research showing that trait Honesty-Humility accounts for giving behavior suggests the former, whereas research showing that participants give money to a computer might suggest the latter. In three preregistered, well-powered studies, we examined the relation of Honesty-Humility with behavior in the Dictator Game (Study 1, N = 468) and Public Goods Game (Studies 2 and 3, each N = 313), while participants interacted either with humans (“social game”) or with a computer (“non-social game”). We found that (a) decisions in the non-social game predicted decisions in the social game, supporting the confusion hypothesis; (b) the effect of Honesty-Humility differed within and between games; and (b) participants who gave money to the computer reported acting as if they were playing with humans. Overall, the studies suggest that both prosocial preferences and confusion underlie giving behavior.


Author(s):  
David B. Nieborg

There is little disagreement among game scholars about the important, if not crucial role of game publishers in the wider game industry. Yet, there is surprisingly little literature on the role of individual game publishers, let alone their publishing strategies. Drawing on critical political economic theory, document analysis is conducted on financial statements of global game publisher Activision Blizzard. Its 2010 publishing deal with game studio Bungie and the 2015 acquisition of King Digital Entertainment serve as case studies to analyse game publishers’ role in the formatting of cultural commodities and the subsequent rationalization of game production. Despite the increased accessibility of game development and distribution platforms, publishing power is still a significant institutional force to be reckoned with.


2020 ◽  
Vol 2020 ◽  
pp. 1-8
Author(s):  
Yanhui Su ◽  
Per Backlund ◽  
Henrik Engström

With the continuous development of the game industry, research in the game field is also deepening. Many interdisciplinary areas of knowledge and theory have been used to promote the development of the game industry. Business intelligence technologies have been applied to game development for game design and game optimization. However, few systematic research efforts have focused on the field of game publishing, particularly with regard to independent (indie) game publishing. In this paper, we analyse data collected from a set of interviews with small indie game developers. The results indicate that most of the indie game developers have already used business intelligence for game self-publishing, although three main challenges have been identified: first, how to conduct marketing promotion and improve the return on investment (ROI); second, how to collect game publishing data; and third, how to analyse the data in order to guide game self-publishing. Our interviews also reveal that the business model applied to a game significantly impacts the role of game analytics. The study expands and advances the research on how game analytics can be used for game publishing, particularly for indie game self-publishing.


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