scholarly journals Exploration, colonisation et développement durable

Loading ◽  
2021 ◽  
Vol 14 (23) ◽  
pp. 36-54
Author(s):  
Dominic Arsenault ◽  
Louis-Martin Guay

In this article, we will sketch a historical portrait of the video game sector in Quebec, both on the geographical plane (from Montreal to Quebec City through Trois-Rivières and other off-centred studios) and for different firm types (from the large studios to independent developers and amateurs). This historical overview will shed light on the challenges and characteristics of this sector which straddles both the technology and cultural industries in three stages : 1) the explorations of amateur entrepreneurs and enthusiasts; 2) the colonisation by large foreign firms and the injection of foreign capital which stimulated industry growth; 3) the structuration of independent developers (notably with La Guilde du jeu video du Québec) and the post-fission transition to a sustainable development of the sector. Our overview will cover the factual aspects of the industry, issues of contents and creative processes, and the challenges of achieving cultural sovereignty in a business sector based on liberalized markets, the free flow of capital, and a dematerialized digital economy.

2016 ◽  
Vol 22 ◽  
Author(s):  
Jan Švelch ◽  
Tereza Krobová

In this article, we argue that fannish histories should not be dismissed as mere nostalgia over past experiences of one's own media fandom. Instead they should be understood as complex narratives which combine various historical layers (personal, productional, fictional) and influence the future reception of and anticipation for sequels. They also shed light on the personal histories of fans, which are often juxtaposed with extratextual and fictional histories of a video game series. The subjective nature of these historical discourses is not to be seen as a constraint but as a feature of everyday history which points to the prominence of historicizing in fan cultures of video game series. These topics are examined in the selected multimodal material from the site DeviantArt consisting of fan art pieces, authorial captions, and respective comments inspired by two single-player video game series: Tomb Raider and Mass Effect.


2018 ◽  
Vol 67 (8) ◽  
pp. 1310-1333 ◽  
Author(s):  
Neha Saini ◽  
Monica Singhania

PurposeThe purpose of this paper is to examine relationship between corporate governance (CG) and firm performance for a set of 255 foreign-funded firms in the form of foreign direct investment (FDI) and private equity (PE). The authors employ a wide range of CG measures including board size, meetings, board gender and foreign ownership which are used as the proxy of globalisation and control variables like firm age, leverage, firm size and capital expenditure to arrive at a conclusion.Design/methodology/approachPanel data set of 255 (187 companies funded by foreign capital in the form of FDI, and 68 companies having foreign capital in the form PE) companies listed on Bombay Stock Exchange, for the period of eight years (2008–2015) are analysed by using static (fixed and random effects) and dynamic (generalised method of moments (GMM)) panel data specifications to examine the relationship among CG, globalisation and firm performance.FindingsThe empirical results of static model indicate the relationship between CG and performance of foreign firms, which are not very strong in India. This is due to the fact that most of the firms are not following the guidelines and regulations strictly in the initial period of sample years. Diversity in board is found as an important variable in accessing firm performance. And the authors also found that foreign firms are very particular about the implementation of CG norms. The results of GMM model highlight the interaction term of foreign ownership with governance indicators. CG is having a positive and significant impact over performance, inferring that higher foreign ownership (in the form of FDI and PE) in firm leading to positive effect on profitability.Practical implicationsThe investor’s preference of financing a unit is guided by the performance of a firm. Investors are more inclined towards high-performing firms, and hence higher profitability leads to higher inflow of capital. The result indicates that higher accounting and market performance may be achieved by good governance practices, in turn, leading to reduced agency costs. Countries with high governance scores attract more of foreign capital. Similar to the best governed countries, the companies having good governance practices attract more foreign inflows in the form of capital.Originality/valueWhile previous literature considered a single measurement framework in the form of a CG index, the authors tried to incorporate a range of CG indicators to study the effect of globalisation and CG on firm performance. The authors segregated foreign-owned funds into two parts, especially FDI and PE. This paper examined heterogeneity in the form of FDI-funded and PE-funded firms, as no prior literature is available which has evaluated different sets of foreign funds simultaneously on CG.


Author(s):  
Sheldon Schiffer

Video game non-player characters (NPCs) are a type of agent that often inherits emotion models and functions from ancestor virtual agents. Few emotion models have been designed for NPCs explicitly, and therefore do not approach the expressive possibilities available to live-action performing actors nor hand-crafted animated characters. With distinct perspectives on emotion generation from multiple fields within narratology and computational cognitive psychology, the architecture of NPC emotion systems can reflect the theories and practices of performing artists. This chapter argues that the deployment of virtual agent emotion models applied to NPCs can constrain the performative aesthetic properties of NPCs. An actor-centric emotion model can accommodate creative processes for actors and may reveal what features emotion model architectures should have that are most useful for contemporary game production of photorealistic NPCs that achieve cinematic acting styles and robust narrative design.


2019 ◽  
Vol 5 (2) ◽  
pp. 85-102
Author(s):  
Bonnie Ruberg ◽  
Amanda L. L. Cullen

Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.


2013 ◽  
Vol 3 (4) ◽  
pp. 7-26 ◽  
Author(s):  
Norah E. Dunbar ◽  
Scott N. Wilson ◽  
Bradley J. Adame ◽  
Javier Elizondo ◽  
Matthew L. Jensen ◽  
...  

This paper describes the process of rapid iterative prototyping used by a research team developing a training video game for the Sirius program funded by the Intelligence Advanced Research Projects Activity (IARPA). Described are three stages of development, including a paper prototype, and builds for alpha and beta testing. Game development is documented, and the process of playtesting is reviewed with a focus on the challenges and lessons-learned. Advances made in the development of the game through the playtesting process are discussed along with implications of the rapid iterative prototyping approach.


Geografie ◽  
2005 ◽  
Vol 110 (1) ◽  
pp. 46-61
Author(s):  
Vladislav Čadil

Deep changes in territorial and commodity structure of foreign trade have arisen after 1989 in Czechia. Economically developed states, especially EU countries, have become significant trade partners of Czechia. On the one hand, export and import of machines and means of transport have increased, on the other hand, export of semi-finished products and materials has decreased. Intense qualitative changes in territorial and commodity structures as well as an increase of foreign trade would be inconceivable (or significantly delayed) without a positive effect of foreign direct investments. Foreign capital has sharpened differences between prospering foreign firms and weak, uncompetitive home enterprises. The aim of this contribution is: a) to deal with the effects of foreign direct investments on the development of foreign trade in Czechia; b) to delineate the main trends in development of foreign trade affected by foreign capital.


2018 ◽  
Vol 21 (3) ◽  
pp. 296-315
Author(s):  
Andrew Lindridge ◽  
Sharon E. Beatty ◽  
William Magnus Northington

Purpose Gambling is increasingly a global phenomenon, derided by some as exploitative and viewed by others as entertainment. Despite extensive research into gambling motivations, previous research has not assessed whether gaming choice is a function of one’s personal motivations or simply a desire to gamble in general, regardless of game choice among recreational gamblers. The purpose of this study is to explore this theme by considering “illusion of control” where luck and skill may moderate gambling motivation. Design/methodology/approach This study applies two motivation theories, hedonic consumption theory and motivation disposition theory, and examines heuristic perspectives related to gambling. Three stages of qualitative data collection were undertaken. Findings The findings indicate that for recreational gamblers, gaming choice is a function of personal motives. Hence, gamblers chose games that reflect their needs or motives, focusing on the game or games that best allow them to achieve their goals and desires. Research limitations/implications These findings shed light on an important topic and include an in-depth examination of recreational gamblers’ motivations. Further quantitative examinations should be considered. Practical implications This research could be used by practitioners or researchers in better segmenting the casino recreational gambling market. Originality/value While many researchers have examined gambling motivations and even gambling motivations by venue (e.g. casino versus online), few researchers have focused on gamblers’ choice of games and even fewer have studied recreational gamblers’ motivations with a qualitatively rich approach, resulting in some useful perspectives on drivers of recreational gamblers by personal motives.


2021 ◽  
Vol 12 ◽  
Author(s):  
Zaher Alkaei ◽  
Mats B. Küssner

Creativity plays a major role in various musical contexts including composition, performance and education. Although numerous studies have revealed how creativity is involved in processes of listening, improvising and composing, relatively little is known about the particularities of transcultural creative processes in music. In this article, we aim to shed light on the creative musical processes underlying taqsīm performance in Arabic music. To that end, qualitative interviews have been conducted with three Berlin-based oud players from Syria. Results of a thematic content analysis show that taqsīm encompasses multiple components (e.g., a flexible form and dependency on maqam as well as tonal music) and serves various functions such as developing artistic individuality. Moreover, taqsīm is affected by interactions between tradition and novelty. We discuss the interview data within the cross-cultural experiential model of musical creativity developed by Hill (2018), offering a fresh approach to studying taqsīm which goes beyond established concepts such as the improvisation-composition continuum.


2022 ◽  
pp. 94-115
Author(s):  
Volkan Polat ◽  
Şeref Şenbiçer

Esports are the form of organized, multiplayer video game competitions and an area that develops and attracts attention day by day. However, cyberbullying, briefly defined as a user deliberately and repeatedly doing acts of threat, humiliation, and fooling into another user in cyber environments, is seen as a danger for players and esports. This study is expected to contribute to the literature by dealing with the concepts of esports and cyberbullying and to shed light on both academicians and practitioners about cyberbullying behaviors, types, potential risks, and precautions in esports business. Esports can make a significant contribution to promoting digital citizenship skills, as it contributes to the development of community awareness of cyberbullying that is necessary not only for the players but also for the whole society and esports business.


Author(s):  
Wilson Ozuem ◽  
Michael Borrelli

Much research has been carried out on online shopping and the implications of such a purchasing format for consumers and retailers. The majority of these studies have focused on consumer attitudes toward online shopping and how these can be useful predictors of online shopping adoption. Despite these insights from adoption theory, extant research has not yet distilled the most effective means of understanding consumers' attitudes toward online video game purchases. This chapter aims to shed light on this issue by developing an integrative framework to examine how the advent of Internet technologies affects consumers' attitudes toward video games.


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