scholarly journals Resilient Values in Game Industry Formation: Institutional Perspective to the Finnish Context

2021 ◽  
pp. 155541202110495
Author(s):  
Miikka J. Lehtonen ◽  
Katharina S. Schilli ◽  
J. Tuomas Harviainen

With the proliferation of technologies and digital platforms, contemporary game development firms’ value propositions have become more complex. While on a global scale a considerable share of the game industry’s revenue is captured by a few dozen firms, we are also witnessing the emergence of local and regional hotspots. In this context, legitimacy is of utmost importance if new competitive advantages are to become institutionalized as an industry. This paper extends studies which have offered temporal snapshots to the regional or local formation of game industry by focusing on the Finnish context. The concept of resilient values is introduced as legitimizing how the game industry is shaped and how the values are interpreted to develop the industry further. Our findings suggest legitimacy is intertwined with resilient values, thus resulting in the industry evolving over time through three different stages: (1) incubation period, (2) growth phase, and (3) institutionalized legitimacy.

2019 ◽  
Vol 20 (8) ◽  
pp. 789-801 ◽  
Author(s):  
Jennifer R. Whitson

This article draws from ethnographic work in the game industry to challenge claims that digital platforms “democratize” cultural production by supporting small teams. I show how game developers exemplify the New Spirit of Capitalism in their search for creative autonomy outside of the risk-averse blockbuster console industry. Their risk of cultural production is ostensibly reduced by tools that leverage big data. By following one studio making free-to-play mobile games, I test the celebratory claims of democratization against the reality of implementing these now-essential analytics tools. The studio’s experiences demonstrate how mobile production for digital platforms intensifies game labor rather than facilitating its democratization in any straightforward way. It restricts creative autonomy, exacerbates the burden of risk on developers, and reinforces existing market and gender inequities. Rather than creatively liberating developers and expanding access to game development, data-driven design for digital platforms introduces new gatekeepers and literacies of exclusion.


Author(s):  
Rebecca L. Stern ◽  
Paul Schaberg ◽  
Shelly A Rayback ◽  
Paula F. Murakami ◽  
Christopher Hansen ◽  
...  

A warming climate and extended growing season may confer competitive advantages to temperate conifers that can photosynthesize across seasons. Whether this potential translates into increased growth is unclear, as is whether pollution could constrain growth. We examined two temperate conifers - eastern white pine (Pinus strobus L.) and eastern hemlock (Tsuga canadensis (L.) Carrière) - and analyzed associations between growth (476 trees in 23 plots) and numerous factors, including climate and pollutant deposition variables. Both species exhibited increasing growth over time and eastern white pine showed greater maximum growth. Higher spring temperatures were associated with greater growth for both species, as were higher autumnal temperatures for eastern hemlock. Negative correlations were observed with previous year (eastern hemlock) and current year (eastern white pine) summer temperatures. Spring and summer moisture availability were positively correlated with growth for eastern white pine throughout its chronology, whereas for hemlock, correlations with moisture shifted from being significant with current year’s growth to previous year’s growth over time. The growth of these temperate conifers might benefit from higher spring (both species) and fall (eastern hemlock) temperatures, though this could be offset by reductions in growth associated with hotter, drier summers.


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.


2021 ◽  
Vol 120 (4) ◽  
pp. 749-762
Author(s):  
Francis Kuriakose ◽  
Deepa Kylasam Iyer

Platform capitalism has enabled digital platforms to bring producers, consumers, and workers in a multisided marketplace with the purpose of collecting data. The resulting commodification of materiality and sociality in the digital sphere and the proprietary control of data open opportunities for value creation and realization, quite distinct from the value propositions of industrial manufacturing. As the relationship between value generation and human labor becomes tenuous or invisible, management strategies to appropriate value extends beyond labor control to direct appropriation. This article explores how labor responds to such devices of control and appropriation by digital platforms. Using the typological approach, the study argues that labor resistance emerges as a direct response to the management strategies of platforms in the form of granular resistance, data activism, trade unions and workers’ organization, and collective ownership.


Author(s):  
Rafael Andreu ◽  
Sandra Sieber

In this article we discuss how knowledge and learning contribute to developing sustainable competitive advantages in firms. We argue that effective knowledge management (KM) initiatives for this purpose should support appropriate learning initiatives (which we define in terms of learning trajectories [LTs] of individuals and groups within the firm) in order to ensure that knowledge needs are adequately covered over time.


2021 ◽  
pp. 223-265
Author(s):  
Cecily J. Hilsdale

Taking the figure of the obelisk as its organizing principle, this chapter considers the dynamic, performative, and commemorative dimensions of empire. Over time and across cultures, obelisks have come to anchor imperial ceremonial across such broad terrain as ancient Egypt, Augustan Rome, Byzantine Constantinople (New Rome), and Ottoman Kostantiniyye. In surveying these diverse contexts marked by great monoliths, this chapter traces the relationship between imperial ritual as performed in time and over time and the persistent monumental articulations that structured and memorialized those ephemeral performances. By presenting a focused analysis of the dynamic relationship between concrete and ephemeral performances of imperial ceremonial over a nearly global scale, this chapter insists on the importance of a diachronic view of the long interactions of empires from the New Kingdom Egypt to the Ottoman Empire and beyond.


2019 ◽  
Vol 44 (2) ◽  
Author(s):  
David B. Nieborg ◽  
Chris Young ◽  
Daniel Joseph

This commentary discusses the political economy of apps. The authors found that Canadian-made game apps are notably absent in the Canadian App Store. This should be both worrying and surprising, as Canada has a relatively sizable game industry. While policy conversations on digital transformation focus on emerging technology, the authors point toward the power and politics of digital platforms as one of the key issues preventing growth in the Canadian digital economy.Ce commentaire discute de l’économie politique des applications. Les auteurs ont observé que les applis de jeu fabriqués au Canada sont absents de l’App Store canadien. Cette situation devrait surprendre et inquiéter, puisque le Canada a une industrie du jeu relativement grande. Les conversations sur les politiques relatives à la transformation numérique portent en grande partie sur les technologies émergentes, mais les auteurs tiennent à souligner que le pouvoir et les politiques relatifs aux plateformes numériques sont parmi les raisons clés pour lesquelles l’économie numérique au Canada ne croît pas autant qu’elle le pourrait.


2019 ◽  
Vol 189 (2) ◽  
pp. 635-656 ◽  
Author(s):  
Ane De Celis ◽  
Iván Narváez ◽  
Francisco Ortega

Abstract Eusuchia is a crocodyliform clade with a rich and diverse fossil record dating back to the Mesozoic. There are several recent studies that analyse crocodyliform palaeodiversity over time, but none of them focuses exclusively on eusuchians. Thus, we estimated subsampled eusuchian palaeodiversity species dynamics over time not only at a global scale, but also by continents and main crocodylian lineages (Alligatoroidea, Crocodyloidea and Gavialoidea). These estimates reveal complex spatiotemporal palaeodiversity patterns, in which two maxima can be detected: the first during the Palaeocene and the second, which is also the biggest, in the middle-late Miocene. The Palaeocene shift is related to a North American alligatoroid diversification, whereas the middle–late Miocene maximum is related to a diversification of the three main Crocodylia lineages in Gondwanan land masses, but especially in South America. Additionally, a model-based study using generalized least squares was carried out to analyse the relationships between different abiotic and sampling proxies and eusuchian palaeodiversity. The results show that palaeotemperature is the most important factor amongst the analysed proxies, in accordance with previous studies. However, the results suggest that, along with palaeotemperature, other abiotic and/or biotic factors might also be driving eusuchian palaeodiversity dynamics.


Author(s):  
Dario Lolli

In July 2015, a crowdfunding campaign launched to revive the notoriously unprofitable video game series Shenmue closed with the record figure of above US$6 million, to date the highest amount ever raised on Kickstarter for video game funding. This article takes this campaign as an endemic case study of the changing funding mechanisms concerning video game production in the digital ecosystem of Web 2.0. Although the campaign displays some of the participatory elements often attributed to crowdfunding and digital convergence, it also sheds doubts on accountability and the effective capacity of crowdfunding to substantially challenge and de-hierarchize power relations in the video game industry. In particular, the Shenmue III campaign illustrates how the crowdfunding initiative was instrumentally mobilized by its organizers to attract further corporate sponsorships and stakeholders outside crowdfunding. This controversial episode shows how commercial platforms like Kickstarter are increasingly facilitating a process of financialization of crowdfunding, whose main effect is not so much the equal coming together of media consumers and producers as the minimization of risks for large video game corporations. By mapping the history of the Shenmue franchise from its original failure in the era of physical distribution to its recent crowdfunded success, this article argues that the empowering potentials of crowdfunding cannot be readily assumed without a contingent analysis of the cultural and political economy underlying Web 2.0 and its digital platforms.


Cancers ◽  
2020 ◽  
Vol 12 (11) ◽  
pp. 3334
Author(s):  
Safaa M. Ramadan ◽  
Stefan Suciu ◽  
Marian J. P. L. Stevens-Kroef ◽  
Roelof Willemze ◽  
Sergio Amadori ◽  
...  

We report the outcomes of secondary acute myeloid leukemia (s-AML) patients included in one of 13 European Organisation for Research and Treatment of Cancer (EORTC) collaborative AML trials using intensive remission-induction chemotherapy. Among 8858 patients treated between May 1986 and January 2008, 960 were identified as having s-AML, either after MDS (cohort A; n = 508), occurring after primary solid tumors or hematologic malignancies other than MDS (cohort B; n = 361), or after non-malignant conditions or with a history of toxic exposure (cohort C; n = 91). Median age was 64 years, 60 years and 61 years in cohort A, B and C, respectively. Among patients ≤60 years and classified in the cohorts A or B (n = 367), the 5-year overall survival (OS) rate was 28%. There was a systematic improvement in the 5-year OS rate over three time periods (p < 0.001): 7.7% (95% CI: 1.3–21.7%) for patients treated before 1990 (period 1: n = 26), 23.3% (95% CI: 17.1–30.0%) for those treated between 1990 and 2000 (period 2: n = 188) and 36.5% (95% CI: 28.7–44.3%) for those treated in 2000 or later (period 3: n = 153). In multivariate analysis, male gender (HR = 1.39; p = 0.01), WBC ≥ 25 × 109/L (HR = 2.00; p < 0.0001), age 46-60 years (HR = 1.65; p < 0.001) and poor-risk cytogenetics (HR = 2.17; p < 0.0001) were independently associated with shorter OS, while being treated during period 2 (HR = 0.50, p = 0.003) or period 3 (HR = 0.43; p = 0.0008). Having received high-dose cytarabine (HD-AraC) (n = 48) in the induction chemotherapy (HR = 0.54, p = 0.012) was associated with a longer OS. In contrast, among patients >60 years of age (n = 502), the OS was dismal, and there was no improvement over time.


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