computer game industry
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2021 ◽  
pp. 155541202110495
Author(s):  
Faltin Karlsen

This article explores the relationship between monetisation models, game design and ethical considerations from the perspective of three different small-scale Norwegian game companies: an indie company, a freemium company and a premium company. The aim is to explore critically how small-scale game companies reason and act in the current economy. Interviews with game designers and CEOs form the empirical basis of the analysis. The motives and practices of the informants are categorised according to three ethical schools, namely, deontology, virtue ethics, and utilitarianism. The informants believe that freemium models and free games have made the computer game industry markedly more challenging to monetise. Their views on what is considered ethical monetisation varies between companies, most distinctly between the freemium company and the two others. Informants from the freemium company downplay ethical responsibilities, with reference to the huge number of existing free games and costumers unwilling to pay for games.


2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


Author(s):  
Chairi Kiourt ◽  
Helena G. Theodoropoulou ◽  
Anestis Koutsoudis ◽  
Jorgos Alexis Ioannakis ◽  
George Pavlidis ◽  
...  

One of the most challenging tasks in cross reality environment simulations is the generation of realistic and attractive worlds. The continuous evolution of computer game industry has a dramatic effect on such tasks as younger generations have higher expectations and demands in terms of realism. Virtual, Augmented, and mixed reality-based museums allow the efficient dissemination of cultural heritage thesaurus and are considered a popular application domain for cross reality environments due to their broad appeal. One of their primary scopes is to enrich user experience by introducing intuitive means of interaction with artefacts while offering knowledge in a more pleasant way than most of the traditional approaches. This chapter focuses on the development aspects of realistic simulations of cross reality environments for cultural heritage applications. It covers aspects related to modern 3D graphics and game engines, 3D digitization, and modelling. It discusses on the combination of these technologies in order to produce realistic, pleasant, and educative environments.


2020 ◽  
Vol 13 (4) ◽  
pp. 460-475
Author(s):  
Nadezhda A. Zinovyeva ◽  

The article provides an overview of research devoted to the popular practice of watching game streams and let’s play. The goal is to outline the “points of growth” for sociological analytics of the new field. Streams and let’s play videos are divided according to the criterion of online and offline communication: streams are created and shown synchronously online, and let’s play videos are recorded and edited offline. Today, both of these kinds of videos are integrated into the computer game industry, and the emergence of comments for the public date back to television shows. Based on the research results, it is possible to speak about the social structure of streams and let’s play videos — the leading role of the gamer or commentator and the community that is developing around his channel. Although the text of a computer game is the basis for comments, it still does not cover the entire topic of communication between a streamer/let’s play creator and the audience. Analysts think that computer game commenting is a form of resistance to the direct consumption of a computer game. The comment content often reflects not only the gaming experience, but the current agenda — politics, economics, and popular culture. Thus, the most popular streamers/let’s play creators become opinion leaders, their status is similar to that of other media celebrities who are at the center of a parasocial relationship. Viewers of game streams/let’s play videos form online communities with common interests, skills, and knowledge. Immersion in one information environment, understanding of its language and other symbols strengthens the feeling of belonging to a group of “friends”. The author’s contribution consists in the systematization of the research experience on the problems of social aspects of commenting on computer games and in substantiating the sociological approach to this practice as a space for the life of new teams.


2017 ◽  
Vol 14 (7-8) ◽  
pp. 896-916 ◽  
Author(s):  
Joshua J. Zimmerman

Community management is an important but relatively understudied facet of computer game development. This article begins filling this gap by examining how community managers in the computer game industry manage communities of players through the establishment of structures of membership: positions and practices designed to encourage membership hierarchies. Beginning with the construction of an analytical framework through which to understand different subcommunity activities, this article then examines structures of membership at every stage of Kim’s membership life cycle and, ultimately, how those structures help to attract, educate, and retain dedicated community members.


Author(s):  
Seth Andrew Hudson

This chapter argues that the study of game design in higher education has the power to directly impact changes in the current culture of the computer game industry, doing so through the incorporation of reflective practice in coursework and teacher practice. Highlighting the unique challenges faced by computer game design faculty and programs, along with challenges students face when seeking employment post-graduation, the author frames questions of student culture and identity as they relate to discipline-specific traditions and the games industry. The discussion calls for the leveraging of the prior knowledge students have as players and many faculty have through industry experience, and concludes with recommendations for adopting reflective practice across computer game design in higher education.


Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.


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