Academic literature on the topic 'Independent video game'

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Journal articles on the topic "Independent video game"

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Shedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.

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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.
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Wilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (May 2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.

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Though many video games scholars and journalists tend to train their sights on ‘big gaming’, there is a vibrant and varied sector of independent game design, production and distribution. Indie gaming is not a unitary field and, as well as producing a diverse range of games, indie designers occupy a range of positions vis-à-vis mainstream video gaming. Therefore, while this article gives examples of this diversity, it is by no means an exhaustive account. Industry watchers and events are together suggesting that low-cost, independent modes of production will become increasingly important and prevalent in the immediate future. Scholars and practitioners alike will do well to understand the historical trajectories of indie design, and to keep pace with its present and future diversity.
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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (January 2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.

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Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the games’ competitiveness as well as the participants’ life satisfaction influenced avatar choice and identification. In noncompetitive games, similar avatars were created, whereas in competitive games, dissimilar avatars were created. Participants who were well satisfied with their lives created avatars that resemble themselves in terms of personality factors, whereas dissatisfied users created dissimilar avatars. Player-avatar similarity was positively related to identification. This correlation was significantly stronger for noncompetitive games. Identification with the avatar was strongly related to game enjoyment. When controlling for the influence of identification on enjoyment, player-avatar similarity was negatively related to enjoyment, suggesting that identity play can be an independent source of enjoyment in computer games.
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Hawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (July 2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.

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Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after playing a competitive, as opposed to a noncompetitive, game. Level of violence, winning or losing, and game difficulty did not have any significant effect. These results support the assertion that competition in video games has an independent and significant effect on subsequent aggression beyond violent content and game difficulty.
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Kirkland, Ewan. "Masculinity in Video Games: The Gendered Gameplay of Silent Hill." Camera Obscura: Feminism, Culture, and Media Studies 24, no. 2 (September 1, 2009): 161–83. http://dx.doi.org/10.1215/02705346-2009-006.

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This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo. The series' protagonists are instead nondescript, flawed, domesticated men—unstable, angst-ridden, and unreliable in a manner that interrogates the dominant mode of masculine gameplay. The problematic nature of video-game interactivity and identity, the extent to which gameplay can exist independent of playable protagonists, and the gendering of video-game goals and objectives are considered. Despite conforming to certain masculine activities—fighting, collecting weaponry, exploring and dominating space—Silent Hill complicates such aspects through the game avatars' unremarkable abilities, limiting supplies, frantic combat styles, frustrating spatial progress, experiences of entrapment, and a pervading sense of helplessness, exemplified by the games' often deterministic linear structures. Overall, this article argues that the games encourage critical distance from the male game characters, the rescue missions they attempt and often fail, the monstrous images of femininity they imagine, and the voyeuristic practices in which they engage.
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Ruberg, Bonnie. "The Precarious Labor of Queer Indie Game-making: Who Benefits from Making Video Games “Better”?" Television & New Media 20, no. 8 (May 29, 2019): 778–88. http://dx.doi.org/10.1177/1527476419851090.

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This article looks at issues of precarious and exploited labor surrounding contemporary queer independent video game making. In recent years, there has been a marked rise in indie games made by and about lesbian, gay, bisexual, transgender, and queer (LGBTQ) people. These games and their creators are commonly lauded for inspiring change in the mainstream game industry and making the medium of video games more diverse and therefore “better.” However, this cultural narrative obfuscates the socioeconomic challenges faced by many queer indie game-makers. Drawing from interviews conducted by the author, this article presents a counter-narrative about the work of developing video games by and about marginalized people. Although such games are often described as “easy” or “free” to make, they in fact entail considerable, and rarely fairly compensated, labor. Simultaneously, value is being extracted from this labor by companies who look to queer indie games for inspiration, which translates into profit.
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Ruberg, Bonnie. "Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games." Communication, Culture and Critique 13, no. 1 (March 2020): 54–71. http://dx.doi.org/10.1093/ccc/tcz044.

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Abstract This article analyzes the contemporary discourse that surrounds video games. Specifically, it confronts the rhetoric of “empathy,” which has become a buzzword in North American industry, academic, education, and media conversations about video games and their supposed power to place players into others’ shoes—especially those games created by queer or otherwise marginalized people. Scholars like Wendy Chun and Teddy Pozo and game designers like Robert Yang have spoken out against this rhetoric. Building from their writing, as well as critiques from the creators of queer independent games commonly mislabeled as “empathy games,” this article delineates the discriminatory implications of the term. Rather than simply dismissing “empathy,” however, this article unpacks it, turning to textual artifacts like news stories and industry presentations, as well as the 2016 video game Unravel (ColdWood Interactive), to deconstruct the term’s many meanings and to identity alternative (queerer) models of affective engagement with video games.
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Lessard, Jonathan, and Carl Therrien. "Indies de province." Le jeu vidéo au Québec 14, no. 23 (July 8, 2021): 15–35. http://dx.doi.org/10.7202/1078726ar.

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This paper looks at the emergence of video game creation in Québec prior to the industrial boom and the popularization of independent games. Built from personal archives and oral history, the paper highlights two unknown personalities from the history of video games in Québec: Christian Boutin and I-Grec. These portraits contribute to diversify the “indie” narrative and reconsider it as part of a longer history.
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Pamuja, Igor Wibya Bintang, Wiwit Dwi Nubadriyah, and Hardiyanto Hardiyanto. "PENGARUH TERAPI VIDEO GAME TERHADAP TINGKAT KECEMASAN ANAK PRE SIRKUMSISI." JURNAL CITRA KEPERAWATAN 9, no. 2 (December 30, 2021): 111–17. http://dx.doi.org/10.31964/jck.v9i2.209.

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ABSTRACT Introduction: Anxiety is something that is faced by children before performing circumcision. Video game therapy is done to reduce the level of anxiety. The purpose of this study was to analyze the effect of video game therapy on anxiety levels of pre-circumcision children. Methods: The design of this study is Quasy experimental with a two group pre and post experimental design approach. Samples were taken using the Quota Sampling technique at the KRJ Fasyfini Clinic (Ganjaran Sehat), Gondanglegi, Malang Regency and independent practice nurses Bastamil Anwar Azis, S.Kep, Ns, Klepu Sumbermanjing.The measurement of anxiety using the HARS (Hamilton Anxiety Rating Scale) questionnaire. Results: Mann-Whitney test results obtained p value 0.000 (p <0.05). Discussion: Based on this, it can be seen that there is an effect of video game therapy on the level of anxiety in pre-circumcision children, so it is hoped that video games will be an intervention in reducing anxiety due to circumcision. Keywords: Video Game Therapy, Anxiety, Circumcision
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Leng, Ho Keat, Ibrahim Mohamad Rozmand, Yu Hong Low, and Yi Xian Philip Phua. "Effect of Social Environment on Brand Recall in Sports Video Games." International Journal of Gaming and Computer-Mediated Simulations 13, no. 1 (January 2021): 1–11. http://dx.doi.org/10.4018/ijgcms.20210101.oa1.

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Studies have shown that in-game advertisements can be effective. However, these studies typically examine single player scenarios. This study aimed to investigate the effects of social dynamics on brand awareness of in-game advertisements in sports video games. Two studies were conducted with soccer and basketball simulation games. In each study, participants were split into two groups where they either played against a computer-controlled opponent or against another player. For both studies, independent-samples t-tests were conducted to compare the recall rates between both groups. Both studies showed similar findings where respondents in the single player group reported higher recall and recognition rates when compared to respondents in the multi-player group. These findings suggest that the social environment can affect the effectiveness of in-game advertisements.
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Dissertations / Theses on the topic "Independent video game"

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Eriksson, Gustav, and Erik Almér. "Understanding the business model in the video game industry : A case study on an independent video game developer." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43808.

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Background: Tough competition, time- and resource constraints, and changing consumer demands in the video game industry requires business models that can cope with the pressure.    Purpose: The purpose of this thesis is to use business model framework in order to better understand how independent video game developers develop their business models. We aim to contribute to the development of business model literature within the context of independent video game development by further the understanding of how a business model framework can be utilized in this new context.   Method: A case study method was used, focusing on a single-case and interviews with participants from the case company.   Conclusion: We further develop the BMC by proposing to divide the BMC for independent video game developers into a pre-release and post-release BMC to better describe the business model for an independent video game developer and the business model evolution from pre-release to post-release.
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Dunaj, Jon. "Investigating Flow, Presence, and Engagement in Independent Video Game Mechanics." Honors in the Major Thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1587.

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Video games are being studied today more than ever before. The engagement that they generate with the user, if harnessed, is thought to have applications across numerous other fields. Educators especially wish to implement elements of gaming into supplemental activities to help further interest students in the learning process. Many claim that this is because classroom’s today are in direct contradiction with the real home life of students. Student’s today were born into the fast paced world of the digital realm, frequently multi-tasking between watching television, playing games, doing homework, and socializing. As educators begin to create game like experiences to drive student engagement they will seek to create interactions that foster the psychological phenomena of flow, presence, and engagement. Each of these three processes helps play a key role in what makes video games the attention-grabbing medium that they are. When creating games it would be beneficial to know which type of game mechanics reinforce these phenomena the most. The goal of this study is to investigate, Super Meat Boy and Limbo, two very similar games with very different mechanical representations and see which game is more engaging in these three areas. Twentynine participants played one of the two games for forty-five minutes, completed three separate measurements, and were observed throughout the process. The results were analyzed and found one game to indeed be more engaging than the other.
B.A.
Bachelors
Visual Arts and Design
Arts and Humanities
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Kiley, Aleah. "Indie Inclusion?: Analyzing Diversity in the Independent Video Game Industry." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20539.

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Research into mainstream (AAA) video games reveals a popularized form of militarized masculine entertainment that is synonymous with violence toward other men and sexualized violence toward women. The means of successful AAA game production are limited to those who have access to sophisticated game engines, advanced programming skills, and substantial financial backing. Consequently, a robust independent “indie” game industry has emerged to promote a greater range of game creation excluded from the AAA model. Drawing on political economic, feminist, and cultural studies approaches, this study seeks to trace the emergent trends and dynamics in the indie industry and analyzes common practices, strategies, and discursive themes of the Independent Games Festival (IGF), their hosting event, GDC, and their parent company UBM. This thesis contributes to media industry studies, game studies, and critical theory and highlights how economic logics shape social relations and influences processes of cultural change.
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Higgins, Alexander. "Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture." Ohio University Honors Tutorial College / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1429206684.

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Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

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Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a more theoretical un-derstanding of industry mechanics and to be able to comprehend reasoning behind existing business models. We structure the dynamics of the business model by analyzing nine busi-ness model aspects as suggested by Osterwalder, Pigneur and Clark (2010). Following our theoretical framework we gain practical input from four separate case studies. An interpret-ative research method is used to gain better understanding of reasoning and choices made. We interpret our findings following a narrative approach which shows that the digitaliza-tion has preluded a paradigm shift in the sense that development studios have started to adopt activities otherwise performed by key partners. As barriers dissipate small and me-dium-sized development studios try to make sense of the current industry, but struggle in doing so. Having to reinvent themselves we conclude that a focus towards creating thicker customer relationships is considered and the idea of seeing games as a service is acknowl-edged to depict the future of the industry. The conclusions of this study contribute to both academic science and industry practice.
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Ruffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.

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In this dissertation I look at various ways in which the relation between gamers and games has been discussed in video game culture in recent years. Gamers and games are currently being positioned by many scholars and industry experts as experiencing a series of major changes. From one perspective, gamers are said to be getting more and more access to the means of production of video games. Video games, in turn, are frequently analysed in terms of the effects they can have on their users. I argue that the discourses surrounding these phenomena have the effect of reinforcing the separation between gamers and games, considering both terms as separate and distinct entities. Throughout this dissertation I offer a series of readings of the relationship between the two, of how this relationship is currently being discussed by various actors and of how it could be narrated otherwise. I look at the narratives about the historical origins of both gamers and games, the conflicts between consumers and publishers, the production of independent games and the use of games for doing things. Drawing on deconstruction (Derrida 1976, 1980, 1985, 1988) and cultural and media studies scholarship, I interrogate the mechanisms behind many of the stories surrounding the contaminated and parasitical relations (Serres 1982) between gamers and games, whereby both categories are seen as emerging from the process of boxing consumers and products into discrete entities. I offer a reading of contemporary video game culture through a study that aims to encourage all of us who study and play (with) games to raise ethical questions for our own role in shaping the objects of research and for our involvement in the discourses we produce, as both gamers and scholars. What is ultimately at stake in this project is the possibility of outlining an alternative mode of thinking about the medium of the video game, one that blurs the distinction between studying, playing, making and living with video games through the invention of narratives about the unresolved relations (Laclau and Mouffe 1985) between gamers and games.
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Naddaf, Yavar. "Game-independent AI agents for playing Atari 2600 console games." Master's thesis, 2010. http://hdl.handle.net/10048/1081.

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Thesis (M.Sc.)--University of Alberta, 2010.
Title from PDF file main screen (viewed on July 15, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta. Includes bibliographical references.
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Alves, Valter Nelson Noronha. "Sound design guidance as a contribution towards the empowerment of indie game developers." Doctoral thesis, 2013. http://hdl.handle.net/10316/23448.

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Tese de doutoramento em Ciências e Tecnologia da Informação, apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra
Currently, expertise in sound design in games is mostly tacit and held by senior professionals, who are not numerous and who typically work for resourceful teams that are able to afford them. Indie game developers, usually working with low resources, often have to cope with lack of expertise in sound design. We propose to provide guidance for the empowerment of non-expert practitioners to perform sound design in games, assuming the impracticality of integrating sound design experts in their teams. This empowerment also implies leveraging the literacy in this specific domain, hence providing abilities to communicate and participate in the conception of possible explorations. Such abilities could also be beneficial to the broader audience of game developers, where it could create the conditions for expert sound designers to be invited more regularly and earlier into game projects. Our proposal is composed of several contributions. First, we present an operative adherence to a holistic practice of sound design, embedded in game design, in which the exploration of sound is performed in the early phases of ideation and addressed by its purposefulness to the game experience. Then, we present an initial set of design guidelines for sound design in games, which include multidisciplinary concepts and insights. Our observation of game design practitioners using these guidelines led us to also propose a lower-level of guidance: a pattern language for sound design in games, representing recurrent sound explorations found in games of recognized quality. In its current state, version 2.0, the pattern language consists of a network of 81 candidate design patterns, publicly available through the wiki soundingames.com. We also present a deck of cards for sound design in games, which was originally developed for research purposes as way to audit the participation of the patterns during design phenomena, but which eventually evolved into an end-user interface with the pattern language. Through experimentation, we gathered indicators that the proposed guidance can empower non-expert practitioners. The experiments also informed revisions to the proposals and contributed to refine our understanding of the research problem. We conclude this dissertation by presenting the conditions that we have been developing to open the body of knowledge to the community of practice, for discussion and appropriation.
O conhecimento pericial em desenho de som em jogos é, atualmente, maioritariamente tácito e mantido por profissionais experientes que não são numerosos e que trabalham para equipas que possuem recursos para os contratar. Os criadores de jogos independentes, usualmente a trabalhar com escassos recursos, têm frequentemente que lidar com a falta de conhecimento especializado em desenho de som. Propomos fornecer orientações para a capacitação de praticantes não especialistas em desenho de som em jogos, assumindo a impraticabilidade de integrar especialistas com essa competência nas suas equipas. Esta capacitação implica também fomentar a literacia neste domínio específico, promovendo, assim, competências para comunicar e participar na concepção de explorações de som. Tais capacidades também podem ser vantajosas no âmbito mais amplo dos criadores de jogos, junto do qual poderiam criar as condições para que os especialistas em desenho de som fossem convidados com mais regularidade, e mais cedo, para os projetos de criação de jogos. A nossa proposta é constituída por várias contribuições. Começamos por apresentar uma operacionalização holística da prática de desenho de som, incorporada no desenho de jogos, em que a exploração do som é realizada nas fases iniciais da ideação e é apreciada em função do seu propósito para a experiência de jogo. Seguidamente, apresentamos um conjunto inicial de linhas orientadoras para o desenho de som em jogos, que incluem conceitos e influências multidisciplinares. A observação que fizemos da utilização dessas linhas orientadores, por parte de praticantes em desenho de jogos, levou-nos a propor também orientação de mais baixo nível: uma linguagem de padrões para desenho de som em jogos, representando explorações de som recorrentes em jogos de reconhecida qualidade. No seu estado atual, versão 2.0, esta linguagem de padrões consiste numa rede de 81 padrões candidatos, publicamente disponíveis através da wiki soundingames.com. Apresentamos também um instrumento na forma de um baralho de cartas para o desenho de som em jogos, que foi originalmente desenvolvido com fins de investigação, como forma de auditar a participação dos padrões durante a atividade de desenho de jogos, mas que evoluiu para se tornar uma interface entre a linguagem de padrões e o utilizador final. Com base em experimentação, reunimos indicadores de que a orientação que propomos pode capacitar praticantes não especializados. Os exercícios realizados também informaram revisões às propostas e contribuíram para aumentar a nossa compreensão da questão em investigação. Concluímos apresentando condições que temos vindo a desenvolver para abrir esta base de conhecimento à comunidade de prática, para discussão e apropriação.
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Prazeres, Vasco Pires. "Engagement in independent video games through narrative and character development." Master's thesis, 2013. http://hdl.handle.net/10400.14/20623.

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Independent videogames (also known as “indie games”) have experienced an increasingly prominent role in the videogame industry. In the last decade, this particular genre has seen an exponential growth, filling its own niche in the market. Furthermore, the low level of investment required by this genre (both in terms of economical and human resources) makes it a favoured path for small companies to start producing videogames. This paradigm of low resources, allied with the technological limitations of mobile devices (this genre's most common platform) defines the “indie game's” playability and visual/narrative aesthetics; the result being a peculiar creative simplicity. We believe this simplicity to be the source of the independent videogames' appeal to the general playerbase. In other words, these videogames engage the player by presenting him/her with a simple yet rich storytelling experience, where complex elements such as long cinematics are eschewed in favor of a more primal and direct experience. Simply put, by investing on a solid narrative and fleshing out interesting, relatable characters, an independent videogame manages to achieve the engagement potential of its commercial counterparts, while doing so with a fraction of the cost. In this dissertation we aim to understand exactly how independent videogames achieve this phenomenon of player engagement through their narrative and characters. We will do so by allying theoretical research on these two creative resources with a the practical exercise of developing our own videogame concept (as a part of our Master's Degree project). Strictly speaking, we will study tools and techniques relating to achieving engagement through narrative and character development, subsequently testing them out in our own project and drawing conclusions on their effectiveness in the process.
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Carvalho, Anna Elise Fernandes. "INDIE GAMES COMO MEIO DE ACESSO À DIVERSIDADE CULTURAL: PERSPECTIVA DO BRASIL." Master's thesis, 2020. http://hdl.handle.net/10316/93532.

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Dissertação de Mestrado em Direito apresentada à Faculdade de Direito
A presente dissertação foi elaborada no âmbito do Mestrado em Ciências Jurídico-Económicas e versa sobre cultura e a figura dos indie games, os jogos eletrônicos independentes, como importante meio de acesso à diversidade cultural, utilizando-se das mais variadas formas de expressão. O trabalho analisa os direitos culturais, na perspectiva do ordenamento jurídico brasileiro, de declarações, tratados e convenções internacionais, bem como aborda a evolução dos videojogos no mundo e a “cultura gamer”, tão presente nas novas gerações. Analisando o atual tratamento jurídico destinado ao setor, demonstra-se a inexistência de consenso acerca da natureza jurídica dos video games no mundo, bem como a necessidade de um regime especial diante da sua crescente complexidade. Em seguida, tratar-se-á da importância do fomento dos jogos digitais independentes que, na contramão de visões deterministas e hegemônicas de mercado, clamam por uma modalidade própria de proteção, uma vez que se tornam um poderoso meio de preservação de identidades culturais. Ilustrando essas questões, considerando a ótica do jogador, serão apresentados casos práticos de três indie games e suas variadas expressões artísticas repletas de histórias, tradições e valores, destacando a sua relevante importância na proteção e preservação do patrimônio cultural.A presente dissertação foi elaborada no âmbito do Mestrado em Ciências Jurídico-Económicas e versa sobre cultura e a figura dos indie games, os jogos eletrônicos independentes, como importante meio de acesso à diversidade cultural, utilizando-se das mais variadas formas de expressão. O trabalho analisa os direitos culturais, na perspectiva do ordenamento jurídico brasileiro, de declarações, tratados e convenções internacionais, bem como aborda a evolução dos videojogos no mundo e a “cultura gamer”, tão presente nas novas gerações. Analisando o atual tratamento jurídico destinado ao setor, demonstra-se a inexistência de consenso acerca da natureza jurídica dos video games no mundo, bem como a necessidade de um regime especial diante da sua crescente complexidade. Em seguida, tratar-se-á da importância do fomento dos jogos digitais independentes que, na contramão de visões deterministas e hegemônicas de mercado, clamam por uma modalidade própria de proteção, uma vez que se tornam um poderoso meio de preservação de identidades culturais. Ilustrando essas questões, considerando a ótica do jogador, serão apresentados casos práticos de três indie games e suas variadas expressões artísticas repletas de histórias, tradições e valores, destacando a sua relevante importância na proteção e preservação do patrimônio cultural.
The present dissertation was written as part of a Master’s Degree in Legal-Economic Sciences and it deals with culture and the role of indie games as an important means of preserving and accessing cultural diversity as they contain some of the most varied expressions. This work analyzes cultural rights, from the perspective of the Brazilian legal system, declarations, treaties and international conventions, as well as the evolution of the video games and the culture gamer around the world, currently so dear to the younger generations. Analyzing the current legal treatment for the sector, it demonstrates the lack of consensus on the legal nature of video games in the world, as well as the need for a special regime in view of its increasing complexity. Next, it will be the importance of fostering independent digital games which, contrary to deterministic and hegemonic views of the market, call for their own mode of protection, since they become a powerful means of preserving cultural identities. Illustrating these questions, considering the player’s perspective, practical cases of three indie games and their varied artistic expressions, full of traditions, cultural values, highlights its relevant importance in the protection and preservation of cultural heritage.The present dissertation was written as part of a Master’s Degree in Legal-Economic Sciences and it deals with culture and the role of indie games as an important means of preserving and accessing cultural diversity as they contain some of the most varied expressions. This work analyzes cultural rights, from the perspective of the Brazilian legal system, declarations, treaties and international conventions, as well as the evolution of the video games and the culture gamer around the world, currently so dear to the younger generations. Analyzing the current legal treatment for the sector, it demonstrates the lack of consensus on the legal nature of video games in the world, as well as the need for a special regime in view of its increasing complexity. Next, it will be the importance of fostering independent digital games which, contrary to deterministic and hegemonic views of the market, call for their own mode of protection, since they become a powerful means of preserving cultural identities. Illustrating these questions, considering the player’s perspective, practical cases of three indie games and their varied artistic expressions, full of traditions, cultural values, highlights its relevant importance in the protection and preservation of cultural heritage.
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Books on the topic "Independent video game"

1

Terry, Borst, ed. End-to-end game development: Creating independent serious games and simulations from start to finish. Boston: Focal Press, 2010.

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Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

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Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.
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Iuppa, Nicholas V. End-to-end game development: Creating independent serious games and simulations from start to finish. Boston: Focal Press, 2010.

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Iuppa, Nicholas V. End-to-end game development: Creating independent serious games and simulations from start to finish. Boston: Focal Press, 2010.

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John, Sedlak, ed. Building XNA 2.0 games: A practical guide for independent game development. Berkeley, CA: Apress, 2008.

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Limpach, Odile. The Publishing Challenge for Independent Video Game Developers. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639.

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Limpach, Odile. Publishing Challenge for Independent Video Game Developers: A Practical Guide. Taylor & Francis Group, 2020.

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Limpach, Odile. Publishing Challenge for Independent Video Game Developers: A Practical Guide. Taylor & Francis Group, 2020.

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Silva, James, and John Sedlak. Building XNA 2.0 Games: A Practical Guide for Independent Game Development. Apress, 2008.

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Gibbons, William. Conclusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0013.

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This brief conclusion brings together threads from several previous chapters. It begins with a consideration of the independent game The End Is Nigh, a recent postapocalyptic game that contains a soundtrack by the duo Ridiculon consisting of remixed classical works. It then reflects on ways in which the cultural barriers between classical music and video games have weakened in popular culture, emphasizing that games are increasingly recognized for their capability to tell meaningful stories, produce insightful political and cultural commentary, and make artistic statements. It closes by calling attention to the arguably elitist cultural spheres in which biases that favor classical music persist.
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Book chapters on the topic "Independent video game"

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Markocki, Milosz. "Fame or Infamy: The Influence of Let's Plays on Independent Game Developers." In Paratextualizing Games, 237–56. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-010.

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In Miłosz Markocki's contribution investigates Let's Play Videos and their influence on the development of independent digital games. In two case studies, »Fame or Infamy: The Influence of Let's Plays on Independent Game Developers« tracks whether creative individuals grow artistically as a result ofá paratextual criticism and encouragement, thereby establishing that »Let's Plays of independent games can be treated as a proper communication channel between players and game developers.«
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Jost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.

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AbstractEducation is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, such as card-based workshop tools, cannot be applied in remote teaching.This paper explores how the paper-based card and playboard metaphor can be digitized for remote student co-creation via video call sessions. Therefore, a card-based toolkit for co-creating educational games is transformed into a digital representation for remote application. In a between-subject trial with two university student groups (n = 61), it is investigated how users perceive ideation/balancing support and applicability of the technology-enhanced card toolset compared to the paper-based variant. Both groups thereby created an analytic game concept for privacy education.The results remarkably revealed that remote co-creation using the technology-enhanced card and playboard in video call sessions was perceived as significantly more supportive for ideation and game concept balancing. Students also felt more confident to apply the digitized card toolset independently while being more satisfied with their created game concepts. The designed educational game concepts showed comparable patterns between the groups and disclosed the students’ preferences on how games for privacy education should be designed and when and where they would like to play them. Conclusively, design implications for digital card ideation toolsets were synthesized from the findings.
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Banks, John, and Brendan Keogh. "More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch08.

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Since the mid-2000s saw runaway videogame successes created beyond the traditional studio paradigm, ‘indie games’ have received increased attention from distributors, console manufactures, documentary makers, festival organizers, and, crucially, a new generation of game makers looking for alternative career trajectories. However, very few indie games are commercially successful, and even fewer are followed up with a second commercial success. In this chapter, we draw from ethnographic research with Australian video game developers to unpack the myriad challenges indie game developers grapple with as they strive for sustainability. Many developers, despite deploying the language of tech start-up culture, were less interested in ‘growth’ and ‘profit’ than they were in simply being able to keep the team together to make the next game.
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Bulut, Ergin. "For Whom the Love Works in Video Game Production?" In A Precarious Game, 1–29. Cornell University Press, 2020. http://dx.doi.org/10.7591/cornell/9781501746529.003.0001.

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This introductory chapter provides an overview of precarious labor in the video game industry. The emergence of video games as a medium goes back to a moment of “refusal of work” when Pentagon scientists, tasked with beating the USSR during the Cold War, ended up creating ludic experiences on their work computers during times of boredom. Today, contemporary video game production is a serious, lucrative business. Tracing Studio Desire's transition from its early days as an independent studio to a financialized structure after its acquisition by Digital Creatives in the 2000s, this book examines the inequalities that structure the lives of game developers in the aftermath of the 2008 financial crisis. It unpacks Studio Desire's story as it unfolds through four interlinked processes: rationalization upon acquisition, spatialization, financialization, and precarization. Among these, precarization anchors the whole story.
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Babbitt, Ben. "Composing for Independent Games: The Music of Kentucky Route Zero." In The Cambridge Companion to Video Game Music, 120–30. Cambridge University Press, 2021. http://dx.doi.org/10.1017/9781108670289.010.

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Limpach, Odile. "Introduction." In The Publishing Challenge for Independent Video Game Developers, 1–11. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-1.

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Limpach, Odile. "An Overview of the Indie PC and Console Market." In The Publishing Challenge for Independent Video Game Developers, 13–25. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-2.

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Limpach, Odile. "What Does Publishing Mean?" In The Publishing Challenge for Independent Video Game Developers, 27–88. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-3.

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Limpach, Odile. "Choosing Your Publishing Strategy." In The Publishing Challenge for Independent Video Game Developers, 89–195. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-4.

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Limpach, Odile. "Gathering of Useful Tools for Publishing." In The Publishing Challenge for Independent Video Game Developers, 197–236. CRC Press, 2020. http://dx.doi.org/10.1201/9780367815639-5.

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Conference papers on the topic "Independent video game"

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"Playing Emotions: Designing an Educational Resource That Promotes Emotional Education Through Independent Video Games." In 12th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.032.

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Yu, Tong Lai, David Turner, David Stover, and Arturo Concepcion. "Incorporating video in platform-independent video games using open-source software." In 2010 3rd IEEE International Conference on Computer Science and Information Technology (ICCSIT 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccsit.2010.5565045.

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Uukkivi, Anne, and Oksana Labanova. "How we have motivated students in sciences." In Fourth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/head18.2018.8082.

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For improving academic performance teachers must search for possibilities to increase students’ motivation. Teachers must understand that what motivates teachers may not motivate students (Wiesman 2012). The aim of the article is to present what has helped to motivate students in learning sciences. The article is based on the results of qualitative feedback questionnaires. Although the studies took place mostly in face-to-face classes, students liked to have all the materials in e-learning environments. The most preferred were tutorial videos made with software applications that have the ability to turn a digital device into a virtual board using screen zoom and annotation tools in parallel. These encouraged learners to solve their tasks independently. Online calculators helped to solve more difficult exercises as they offer step-by-step solutions. The choice of bonus tests which were made using interactive videos also received a very positive feedback. Full-time students considered game-based learning platforms to be the most effective revision technique. Using some learners as tutors in teaching was also highly appreciated. Most of the above-mentioned methods support self-studying, therefore, learners need effective learning tools and materials, particularly for independent learning.
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López Guzmán, Juan Guillermo, and Cesar Julio Bustacara-Medina. "Relevant Independent Variables on MOBA Video Games to Train Machine Learning Algorithms." In WSCG'2021 - 29. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2021. Západočeská univerzita, 2021. http://dx.doi.org/10.24132/csrn.2021.3002.19.

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Popularity of MultiplayerOnlineBattle Arena (MOBA)video gameshas grown considerably, its popularity as well as the complexity of their playability, have attracted the attention in recent years of researchers from various areas of knowledge and in particular how they have resorted to different machine learning techniques. The papers reviewed mainly look for patterns in multidimensional data sets. Furthermore, these previous researches do not present a way to select the independent variables(predictors)to train the models. For this reason, this paper proposes a listof variables based on the techniques used and the objectives of the research. It allows to provide a set of variables to find patterns applied in MOBA videogames.In order to get the mentioned list,the consulted workswere groupedbythe used machine learning techniques, ranging from rule-based systems to complex neural network architectures. Also, a grouping technique is applied based on the objective of each research proposed.
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López Guzmán, Juan Guillermo, and Cesar Julio Bustacara Medina. "Relevant Independent Variables on MOBA Video Games to Train Machine Learning Algorithms." In WSCG'2021 - 29. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2021. Západočeská univerzita v Plzni, 2021. http://dx.doi.org/10.24132/csrn.2021.3101.19.

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Popularity of Multiplayer Online Battle Arena (MOBA) video games has grown considerably, its popularity as well as the complexity of their playability, have attracted the attention in recent years of researchers from various areas of knowledge and in particular how they have resorted to different machine learning techniques. The papers reviewed mainly look for patterns in multidimensional data sets. Furthermore, these previous researches do not present a way to select the independent variables (predictors) to train the models. For this reason, this paper proposes a list of variables based on the techniques used and the objectives of the research. It allows to provide a set of variables to find patterns applied in MOBA videogames. In order to get the mentioned list, the consulted works were grouped by the used machine learning techniques, ranging from rule-based systems to complex neural network architectures. Also, a grouping technique is applied based on the objective of each research proposed.
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Dodde Nassar, Maria Eduarda, Everton de Souza Ramos, Maria Luiza Botacini Peixoto, Lilian Pimenta Facin de Campos, and Carolina Magalhães dos Santos. "Cognitive stimulation in the elderly using low-cost games." In 7th International Congress on Scientific Knowledge. Biológicas & Saúde, 2021. http://dx.doi.org/10.25242/8868113820212393.

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With the COVID-19 pandemic, we were confined to the home environment as a measure to prevent the spread of the SARS-CoV-2 virus. In this context, the elderly, being from the risk group, went up to their homes and were often forced to abandon their daily activities, which are great allies in maintaining their autonomy and independence. However, social and physical isolation, especially among the elderly, is a serious public health concern and can lead to increased risk of cardiovascular, neurocognitive and mental health problems. In this context, the present study aims to promote the use of teleworkshops with the elderly, during the isolation imposed by the COVID-19 pandemic, in order to investigate theimpacts generated by this tool in the routine of the elderly. A field study with a qualitative approach will be developed with 20 elderly people, both genders, who are fulfilling social isolation. Initially, online training will be conducted through videos recorded by researchers on how to participate in teleworkshops. These, in turn, will take place twice a week, for one months, always with the guidance of a researcher. Before the teleworkshops, there will be pre-test questionnaires and, after the post-test questionnaires, together with a geriatric depression scale containing 15 questions to assess the participants' cognitive development. Pre-test and post-test questionnaires will be prepared on the GoogleForms platform, with questions related to sociodemographic characteristics and teleworkshops, and will be made available online via WhatsApp. The data will be through SPSS software. Cognitive stimulation activities with characteristics of games and playfulness are objectives that have been used with the intention of seeking to maintain the elderly's abilities, in their cognitive health and socialization as factors that guarantee their quality of life. Thus, the present study aims to contribute to the promotion of the maintenance of mental and cognitive health of the elderly, which was granted due to a COVID-19 pandemic in the city of Campos dos Goytacazes / RJ.
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