video game industry
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Author(s):  
Lee I-Chien ◽  

This paper's main topic is how Taiwan's self-made video game Detention affects Taiwanese young people's understanding of their history and how this will affect the promotion of transitional justice in Taiwan. First, it summarizes its features and achievements of the international video game industry. Moreover, after briefing the story content, it explains its strategies for interpreting the White Terror, the performance of trauma, and how the Taiwanese learn more about their history while playing games. Finally, it demonstrates the uniqueness of games from other traditional media, which provides another possibility and imagination for young people to understand history.


2021 ◽  
pp. 382-395
Author(s):  
I.I. Shedko

The article examines the graphic styles that have arisen in the video game industry due to the technical features and development of this media. These styles are widely used and starting to go beyond the industry into the field of contemporary art. Despite the fact that pixel art is mainly used in the creation of video games, it has already become an independent form of visual style. Contemporary artists such as the Russian digital artist and designer under the pseudonym Uno Morales and the artist Natalya Struchkova turn to the pixel style when creating their works. Like the pixel art, voxel graphics has moved into the category of the game visual style, which employs an impressive community of digital artists. Low рoly graphics have modified from the main graphics of three-dimensional games, which look technically imperfect, into the category of an artistic style that forms a recognizable, attractive and unique geometric aesthetics of the image. We can trace the transformation of video game graphics, which have arisen as a result of technical constraints, into separate art styles: pixel art, voxel art, low рoly style, the minimalist style of the first classic video games. These styles are gradually becoming an independent visual unit that does not depend on the video game product as a whole.


Author(s):  
Emmanuelle Sarlangue

This article aims at demonstrating how and why registered Community designs should be integrated into the video game industry's intellectual property strategy. Although the validity of virtual designs has not yet been tested before courts, registered designs adequately address the issue of clone gaming faced by the industry. Some minor changes to the EU legal framework could contribute to balancing out the perceived legal uncertainty surrounding this intellectual property right.


2021 ◽  
Vol 5 (1) ◽  
pp. 27-32
Author(s):  
Dodick Zulaimi Sudirman ◽  
Wayan Suparta

If a developer uses trademarked content from other game such as images and music, it will be illegal. But it is fine for the developer to copy the gameplay and make innovative changes to improve the game. This is a good practice that boosts innovation in the video game industry that relies on creativity. The problem is when a developer decided to use the legality to simply copy other works with no spirit of innovation. This act of legal plagiarism is called video game clone. We need to have a more understanding of Indonesia game developer’s perception toward game cloning and plagiarism. Based on the survey, it can be concluded that Indonesia game developer, in general, has no problem with the act of game cloning. Although, more effort and focus could be given to protecting both creators and consumers from the negative intent of using game clone legality


2021 ◽  
Vol 3 (2) ◽  
pp. 43-49
Author(s):  
Jeremy Jodi Widjaja

The video game industry can be said to be one of the more modern undying industries that are ever growing and evolving. In Indonesia, there are several game development companies, however, there is currently no game that utilizes Indonesian cuisine as the main theme. It is also noted that there have been no recent cooking games that are unique nor a sequel. Currently, there is a gap in which consumers are not playing cooking games although they enjoy them. As a result, the author attempts to develop a game that can reach users’ expectations for a modern Android cooking game. Users were tested in two phases. Before the development, users were asked to rate their expectations of a cooking game and the current competition. After the development of the game, users were given the beta to test and rate their evaluation of the application. Based on the results of the two surveys, the game has achieved the results desired in the beginning of the project development.


2021 ◽  
Vol 2 (2) ◽  
pp. 166-168
Author(s):  
Caitlyn Salmon

This article is an expert commentary by digital artist Caitlyn Salmon, written for the Critical Indigenous Gambling Studies special issue of Critical Gambling Studies.


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