Arrested (game) development: labour and lifestyles of independent video game creators in Cape Town

2021 ◽  
pp. 1-17
Author(s):  
Crystal Farmer
2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


Organization ◽  
2015 ◽  
Vol 22 (4) ◽  
pp. 570-587 ◽  
Author(s):  
Amanda Peticca-Harris ◽  
Johanna Weststar ◽  
Steve McKenna

This article examines two blogs written by the spouses of game developers about extreme and exploitative working conditions in the video game industry and the associated reader comments. The wives of these video game developers and members of the game community decry these working conditions and challenge dominant ideologies about making games. This article contributes to the work intensification literature by challenging the belief that long hours are necessary and inevitable to make successful games, discussing the negative toll of extreme work on workers and their families, and by highlighting that the project-based structure of game development both creates extreme work conditions and inhibits resistance. It considers how extreme work practices are legitimized through neo-normative control mechanisms made possible through project-based work structures and the perceived imperative of a race or ‘crunch’ to meet project deadlines. The findings show that neo-normative control mechanisms create an insularity within project teams and can make it difficult for workers to resist their own extreme working conditions, and at times to even understand them as extreme.


2020 ◽  
pp. 030573562097103
Author(s):  
Michael Matsuno ◽  
Deon Auzenne ◽  
Leanne Chukoskie

This qualitative study used semi-structured interviews to explore daily experiences with music among a convenience sample of 12 autistic adults interning at a video game development lab. Our analysis indicates that music technologies enabled autistic individuals to explore new music and to engage reflexively with personal taste and self-curation. We also show that participants used music to accompany a range of cognitive and emotional tasks. These findings are consistent with broader sociological literature on music-listening habits of typically developing adults and indicate that autistic adults use music to meet their personal needs. Our cohort also described expressly creative and proactive engagement with music, suggesting that habits with music may differ among unique sub-populations of autistic individuals.


2020 ◽  
Vol 57 (2) ◽  
pp. 81-112
Author(s):  
Rafał Maćkowiak

The video game industry is today one of the most rapidly developing branches of the entertainment industry. Such corporations as Microsoft, Sony and Nintendo are increasing their investment engagement in the manufacture of gaming hardware (e.g. computers, consoles, and tablets), and in game development for various platforms. There has developed and continues to expand an extensive terminology which due to the increasing consolidation of the user base is progressing towards producing a sociolect. Linguists have not yet examined the lexis of gamers which is why it must be studied considering the extent of the phenomenon and the sheer size of the gamer community. Video gamers form a large group. At this point it must be stressed that the gamer community and the lexis specific for it does not exist in isolation. The lexis used by gamers continues to permeate outside the community, e.g. to other media or the colloquial language. The author of this article conducted a survey to check whether the lexis of video gamers is known to random respondents. This article presents the results of the survey.


Author(s):  
Lies van Roessel ◽  
Jan Švelch

Despite a growing academic interest in in-game monetization, much less attention has been paid to the production context of microtransactions. With this chapter, we aim to address this gap by focusing on the roles and responsibilities related to video game monetization. We answer the titular question of this chapter using a mixed methods approach, combining semi-structured interviews, content analysis of job descriptions, and frequency analysis of in-game credits. Results suggest that monetization responsibilities are both being integrated into various existing roles, including game designers or product managers, but also spawn new dedicated roles of monetization specialists. Monetization as a game development task is closely related to data analysis and only inconsistently appears in in-game credits.


2020 ◽  
Vol 12 (3) ◽  
pp. 246-259 ◽  
Author(s):  
Markus Borg ◽  
Vahid Garousi ◽  
Anas Mahmoud ◽  
Thomas Olsson ◽  
Oskar Stalberg

2016 ◽  
Author(s):  
L. Mani ◽  
P. D. Cole ◽  
I. Stewart

Abstract. This paper aims to understand whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in volcano education and outreach sessions, aimed at improving resident’s knowledge of potential future eruptive hazards (ash fall, pyroclastic flows and lahars). Here, we discuss the process of game development including concept design, game development through to final implementation on St. Vincent. Preliminary results for game implementation (obtained through pre and post-test knowledge quizzes) for both student and adult participants suggest that a video game of this style can be effective in improving learner’s knowledge. Both groups of participants demonstrated an increase in score percentage (9.3 % for adults and 8.3 % for students) and when plotted as learning gains (0.11 for adults and 0.09 for students). This preliminary data could provide a sound foundation for the increased integration of emerging technologies within traditional education sessions.


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