scholarly journals Evolution of the Video Game Market

2021 ◽  
Vol 1 (1) ◽  
pp. 27-34
Author(s):  
Wildan Ali

The videogame industry had evolved since its initial appearance, and along with it, so has target market. This study attempts to analyse the trends throughout the years through observation of marketing materials such as printed and video advertisement commercials. The analysis is done by applying standard practice values employed in advertising communication on chosen samples of said commercial ads from each era of video game history.

2020 ◽  
Vol 12 (3) ◽  
pp. 303-319
Author(s):  
Mark Mullen

For the past 30 years museums and art galleries on both sides of the Atlantic have been resistant to exhibiting digital games as art and have instead embedded them in exhibitions and displays that have portrayed them as exemplars of design. This conservative approach has largely failed to achieve the stated purpose of many of these exhibitions: to foster a wider public appreciation for games and encourage more sophisticated conversations about gaming. This article argues that curators for video game exhibitions have been co-opted by the ideological norms of the tech sector which has produced a reluctance to engage critically with their subject matter and a willingness to overlook ethical problems within the videogame industry.


2019 ◽  
pp. 155541201987374
Author(s):  
Brendan Keogh

Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Japan, videogame production happens in a range of contexts, at a variety of scales, and for a number of reasons. While “the videogame industry” 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’s conceptualization of the videogame field provides ways to better account for the plurality of ways videogames makers navigate economic stability and creative autonomy.


2019 ◽  
Vol 6 (1) ◽  
pp. 49
Author(s):  
Milawati Milawati ◽  
Gusti Irhamni ◽  
Sanusi Sanusi

This research explained  role of advertising communication as one part of the business that must be managed well for internal interests and external interests of the company is marketing is by promoting property products through advertising media with the advantages perusahan the type of house in Cahaya Residence subsidized as an attraction for prospective customers who are implemented by PT. Mila Cahaya Hakijaya to increase sales.            The result of observation and discussion shows that the company implements the marketing process in several stages. Before implementing the marketing stage to the consumer, the marketing division of PT. Mila Cahaya Hakijaya conducts a market opportunity analysis and target market selection first to get a description on the market in the marketing process to be done. The pricing process of Cahaya Residence housing is highly considered by the company; it is because an appropriate price will benefit the company because the consumer’s interest will increase so that it will be able to compete with other property company. In undertaking the marketing process of Cahaya Residence housing, PT. Mila Cahaya Hakijaya employed two marketing or promotion media, advertisement media and personal selling method. Advertisement media employed by the company included the billboard putting in  the strategic place, brochure distribution, promotion via internet media and  attending the property exhibition. Meanwhile the personal selling was carried out  with face-to-face marketing method so that the consumer can receive clearly the message of advertisement delivered.


Author(s):  
Marie-Josée Legault ◽  
Kathleen Ouellet

This chapter draws on 53 interviews from a case study led in Montreal in 2008 to demonstrate the existence of Unlimited and Unpaid Overtime (UUO) among video game developers and illustrate an emerging workplace regulation model of working time in the videogame industry. It brings to light a sophisticated and efficient system of rewards and sanctions, both material and symbolic, that drives professional workers in these trades to adopt a “free unlimited overtime” behavior despite the Act Respecting Labour Standards. Efficiency of this system is rooted in combined Project Management (PM) as an organisation mode and high international mobility of the workforce that both makes portfolio and reputation utterly important. This chapter focuses on (de)regulation of working time only, but it opens a path to theoretically account for (de)regulation of work among an expanding workforce: the “new professionals” in knowledge work.


Author(s):  
Suzanne De Castell ◽  
Karen Skardzius

Since the 1990s, conversations about the dearth of women working in the video game industry have centered on three topics: 1) ways to draw more women into the field, 2) the experiences of women working in the industry, and 3) the experiences of those who once worked in the industry but left (Cassell & Jenkins, 1998; Hepler, 2017; Kafai, Heeter, Denner & Sun, 2008). While there has been considerable research on the conditions and occupational identities of video game developers, less scholarly attention has been devoted to women in games work, the barriers/obstacles and challenges/opportunities they face, or how they talk about their experiences. Our study looked to see who among the group of women who work in the games industry has already invested her time and energy to tell a public story, whether that is in a blog posting, a book chapter, a televised talk, a radio interview, or other public media, thereby building the foundations of the study by focusing on that sub-group. This paper offers a feminist methodological approach that demonstrates how discourse focused on affect can be re-read as intimately related to silences about power, and how the rhetorical constraints that public speech imposes upon what can be said about “women in games” aids us in understanding what might remain unspoken, and why.


2013 ◽  
pp. 1232-1252
Author(s):  
Marie-Josée Legault ◽  
Kathleen Ouellet

This chapter draws on 53 interviews from a case study led in Montreal in 2008 to demonstrate the existence of Unlimited and Unpaid Overtime (UUO) among video game developers and illustrate an emerging workplace regulation model of working time in the videogame industry. It brings to light a sophisticated and efficient system of rewards and sanctions, both material and symbolic, that drives professional workers in these trades to adopt a “free unlimited overtime” behavior despite the Act Respecting Labour Standards. Efficiency of this system is rooted in combined Project Management (PM) as an organisation mode and high international mobility of the workforce that both makes portfolio and reputation utterly important. This chapter focuses on (de)regulation of working time only, but it opens a path to theoretically account for (de)regulation of work among an expanding workforce: the “new professionals” in knowledge work.


Arts ◽  
2021 ◽  
Vol 10 (1) ◽  
pp. 9
Author(s):  
Carme Mangiron

Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can contribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. The analysis indicates that localization strategies for Japanese games have evolved over time from a higher to a lower degree of cultural adaptation in order to meet target markets’ expectations. However, it was also noted that despite the increasing tendency to preserve the sociocultural content of the original, the language used in the translations needs to be vivid and idiomatic in order to reach a wider audience and provide an enjoyable gameplay experience.


Author(s):  
R. J. Barrnett ◽  
J. A. Higgins

The main products of intestinal hydrolysis of dietary triglycerides are free fatty acids and monoglycerides. These form micelles from which the lipids are absorbed across the mucosal cell brush border. Biochemical studies have indicated that intestinal mucosal cells possess a triglyceride synthesising system, which uses monoglyceride directly as an acylacceptor as well as the system found in other tissues in which alphaglycerophosphate is the acylacceptor. The former pathway is used preferentially for the resynthesis of triglyceride from absorbed lipid, while the latter is used mainly for phospholipid synthesis. Both lipids are incorporated into chylomicrons. Morphological studies have shown that during fat absorption there is an initial appearance of fat droplets within the cisternae of the smooth endoplasmic reticulum and that these subsequently accumulate in the golgi elements from which they are released at the lateral borders of the cell as chylomicrons.We have recently developed several methods for the fine structural localization of acyltransferases dependent on the precipitation, in an electron dense form, of CoA released during the transfer of the acyl group to an acceptor, and have now applied these methods to a study of the fine structural localization of the enzymes involved in chylomicron lipid biosynthesis. These methods are based on the reduction of ferricyanide ions by the free SH group of CoA.


Author(s):  
B. L. Redmond ◽  
Christopher F. Bob

The American Elm (Ulmus americana L.) has been plagued by Dutch Elm Disease (DED), a lethal disease caused by the fungus Ceratocystis ulmi (Buisman) c. Moreau. Since its initial appearance in North America around 1930, DED has wrought inexorable devastation on the American elm population, triggering both environmental and economic losses. In response to the havoc caused by the disease, many attempts have been made to hybridize U. americana with a few ornamentally less desirable, though highly DED resistant, Asian species (mainly the Siberian elm, Ulmus pumila L., and the Chinese elm Ulmus parvifolia Jacq.). The goal is to develop, through breeding efforts, hybrid progeny that display the ornamentally desirable characteristics of U. americana with the disease resistance of the Asian species. Unfortunately, however, all attempts to hybridize U. americana have been prevented by incompatibility. Only through a firm understanding of both compatibility and incompatibility will it be possible to circumvent the incompatibility and hence achieve hybridization.


Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


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