Development of the “Hybrid Interactive Rhetorical Engagement” (H.I.R.E.) Scale

Author(s):  
Yowei Kang

Digital game is an essential part of digital creative industries around the world. This chapter aims to develop H.I.R.E. scales that can be used to explain and understand users' responses to digital creative contents. Although multiple methodologies have been used to study gameplayers' experiences and interactions with different genres of digital games that lead to their gamifications, this chapter is based on a rhetorical theoretical tradition by arguing that gameplay interactions are a rhetorical process in which players interact with game designers as well as other players in the same guild through a series of persuasive manipulations. H.I.R.E. scales are developed to explain how gameplayers have different experiences when playing a digital game that contributes to their gamifications. Because digital game is an important branch of contemporary digital creative industry, the development of the H.I.R.E. scales will help researchers and practitioners to study and develop better digital games and other digital creative contents.

Author(s):  
Brian Herrig

This chapter discusses the development and implementation of an introductory programming unit within a seventh grade technology education course. The goal of this unit was to introduce the concepts of programming to middle school students in a way that was accessible and unintimidating. Digital games provide an inherent level of engagement not present in other programming activities, and the digital game environment provides a safe platform for experimentation without concern for safety or equipment. The curriculum described in this chapter provides many practical examples of how digital games can be incorporated into a technology education classroom to engage students in the world of programming.


2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


Author(s):  
Veysel Çakmak

Digital game world consists of limitless number of interactive platforms which appeal to the dreams of the players and where they feel comfortable. Especially young individuals are grown up under the influence of those platforms such as computers, television, mobile phones, and tablet pc. On the contrary to the generally known game addictiveness, it is a motivating instrument which develops their imaginary. Digital games are the virtual environments where their imagination develops. Digital games are the virtual environments where people form an interaction with computers or each other through a program. The player may play games against the computer by himself as well as he may play against other people in any region of the world. As seen in every field, advertising has also found a wide publicity in this field. In this study, the advergames and their interactions with game advertisement narration will be discussed.


2020 ◽  
Vol 7 (3) ◽  
pp. 1-13
Author(s):  
Theo Plothe

Animals have long appeared as the subjects and characters in digital games, but game studies scholars have rarely considered animals as players of digital games. This paper examines the mobile digital game Ant Smasher and YouTube videos of bearded dragons playing the game. This article advocates for the inclusion of these bearded dragons in gamerspace as not only a personification of the gamer within the space but as a conduit for play, a channel for gamers to breach the boundaries of gamerspace – the cultural and discursive space surrounding digital games that negotiates the relationship between the digital game and its impact on the world at large. Through an analysis of 50 YouTube videos representing these play experiences, this article considers the place of these videos within gamerspace. The implications of this work serve to better understand the relationships between digital gaming, play, and human and non-human actors in interaction with haptic media. This example also expands upon our understandings of play as a whole.


2017 ◽  
Vol 13 (2) ◽  
pp. 163
Author(s):  
Dessy Wahyuni

The life of the Malay Duanu community, a remote indigenous community, is started to be exposed recently. Their existence is recognized by the world through the Menongkah Festival that has achieved  the MURI record twice. Unfortanely, following the current globalization progress, the expose of this ethnic group starts  to erodes their culture and language  toward extinction. It is unfortunate as wel that this activity only highlight the ceremonial part. In fact, Duanu people can take advantage of this Menongkah Festival as a medium for the revitalization of Duanu language and culture. If the festival is managed well, then it is believed that this activity will be able to support the emergence of a creative economy that improves the welfare of its supporting community, as well as to revitalize their culture and language. The government should be able to create policies that capable to support the creation of locality-based creative mindset, systems, and practices of the creative industry and to keep prioritizing the existing cultural values. Therefore, through ethnographic methods, the aim of this paper is to offer the model of creative industries based on culture and language of Duanu. If Menongkah Festival is optimally utilized by developing creative undustries, it is believed that the endangered language and culture of Duanu cen be revitalized and people’s live will be more prosperous.Kehidupan masyarakat Melayu Duanu, sebuah komunitas adat terpencil saat ini mulai mengemuka. Eksistensi mereka diakui dunia melalui Festival Menongkah yang mendapatkan rekor MURI sebanyak dua kali. Namun tanpa disadari, seiring arus globalisasi yang menerpa, mengemukanya suku ini mengikis budaya dan bahasa Duanu secara perlahan ke arah kepunahan. Selain itu sangat disayangkan, kegiatan ini hanya menyorot kemeriahan sesaat. Padahal masyarakat Duanu bisa memanfaatkan Festival Menongkah ini sebagai media revitalisasi budaya dan bahasa Duanu. Apabila dikelola dengan baik, diyakini, kegiatan ini akan dapat menjadi penopang munculnya ekonomi kreatif yang meningkatkan kesejahteraan masyarakat pendukungnya, sekaligus dapat merevitalisasi budaya dan bahasa mereka. Pemerintah seharusnya dapat membuat kebijakan yang mampu mendukung terciptanya pola pikir, sistem, dan praktik industri kreatif berbasis lokalitas dan tetap mengedepankan nilai-nilai kultural yang ada. Dengan demikian, melalui metode etnografis, tulisan ini bertujuan menawarkan model industri kreatif berbasis budaya dan bahasa Duanu. Jika Festival Menongkah dimanfaatkan secara maksimal dengan mengembangkan industri kreatif, diyakini bahasa dan budaya Duanu yang nyaris punah dapat terevitalisasi serta kehidupan masyarakat pun semakin makmur.


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Paul Martin

Carnal hermeneutics claims that the body makes sense of the world by making distinctions and evaluating those distinctions in a non-predicative mode. This article makes the case that ludohermeneutics can be enriched by attending to the way in which the body makes sense of digital games and advances carnal hermeneutics as a way of theorising this process. The article introduces carnal hermeneutics, argues for its relevance to ludo-hermeneutics, and outlines three examples of how carnal hermeneutics can be used to theorise sense-making in digital games. The first example demonstrates the capacity for touch-screen games to put us in a new relationship with the image. The second example shows how generic control schemas can take on new meanings in different games. The third example shows how marketing of game controllers draws on conventional attitudes to touch to make digital game touch meaningful.


Author(s):  
Yowei Kang

The advertising industry has increasingly integrated digital game as a viable platform to deliver messages. The economic impacts of this emerging platform can also be seen globally. Digital game revenue in Asia is predicted to reach $20 billion, about 38% of the world market. As a result, higher education institutes around the world have enthusiastically developed programs to educate future multi-platform advertising professionals. In this book chapter, the author identifies selected departments, programs, or curricula in digital games among higher education institutes in both U.S. and Taiwan. This chapter describes, reports, and analyzes curricula from over 387 programs in the U.S. and 35 programs from Taiwan. An overview of these digital game curricula enables educators to better assess these programs to discuss how digital game has been taught as a viable platform. The chapter also discusses trends in program assessment to better educate future digital creative industry professionals.


Author(s):  
Olha Ulitina

Keywords: creative industries, publishing, book publishing, copyright, IP rights,copyright infringement, IP legislation Publishing is animportant element for the development of many areas of human activity. The impactof publishing on culture, education and tourism in any country cannot be underestimated.Publishing is of great importance for the development of literature, both withinone country and in the world as a whole.Today, publishing faces many challenges, including piracy, the difficulty of distributingdigital copies of literary works and insufficient funding, along with a relativelylow interest in legal publications. However, publishing is defined in Ukraine as a creativeindustry and now the state's position on strengthening publishing as an industryin Ukraine is becoming more active. That is why the issues of legislative regulationof activities in this area, as well as its connection with intellectual propertyrights, are relevant. The creation of the list of economic activities that belong to the creative industries in Ukraine indicates the government's intention to graduallytransfer Ukraine's economy to a more modern model, where industries related to thecreative industries are of the greatest importance for the economy and the developmentof the state as a whole.The article is devoted to the issue of publishing legislative regulation in Ukraine.The author analyses the most important laws in this area, considering publishing primarilyas a creative industry. The state policy in this sphere is considered, which isdirected first on development of publishing and on support of publishing the Ukrainian-language editions.The author points out the existence of certain differences in the legislative regulationof book publishing and publishing of the periodicals in Ukraine.The article considers the data of the Ukrainian Book Institute on the current stateof publishing in Ukraine. According to these data, one of the biggest problems in thepublishing is the significant number of copyright infringements and IP rights infringementsin general.Given the high rate of copyright infringement and IP rights in general in the publishing,it is necessary to review the mechanism of influence on combating them, aswell as increase liability for such infringements.


2016 ◽  
pp. 101-107
Author(s):  
E. . Belova

The creative industries have one of the highest rates of the development in the modern economy. Researchers consider that these industries contain potential for the socio-economic development of countries and cities. The article examines the contribution of the creative industry to the economy of European Union countries. The research contains metodology of the selection and the analysis of key indicators of the cinema industry development of Spain (as one of the leader countries in the world in this field). The result of the work represents the classification of autonomous communities of Spain according to the development of local industry.


2016 ◽  
Vol 20 (5) ◽  
pp. 492-508 ◽  
Author(s):  
Alison Harvey ◽  
Tamara Shepherd

Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards professionalization and support of the existing industry norms as credible and legitimate, while relegating other types of participation, including that by women and other marginalized creators, to subordinate positions within hierarchies of production. Using the example of a women-in-games initiative in Montreal as a case study, we indicate how linkages between affect and competencies, specifically creativity and technical abilities, perpetuate a long-standing delegitimization of women’s work in digital game design.


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