Academic literature on the topic 'Video game company'

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Journal articles on the topic "Video game company"

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Rojo, Teresa, Myriam González-Limón, and Asunción Rodríguez-Ramos. "Company–University Collaboration in Applying Gamification to Learning about Insurance." Informatics 6, no. 3 (September 19, 2019): 42. http://dx.doi.org/10.3390/informatics6030042.

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Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning.
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Maher, Brendan. "Can a video game company tame toxic behaviour?" Nature 531, no. 7596 (March 2016): 568–71. http://dx.doi.org/10.1038/531568a.

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Lin, Li-Chan. "EFFECTIVENESS OF DIFFERENT INTERGENERATIONAL LEARNING PROGRAMS FOR ELDERS WITH MILD COGNITIVE IMPAIRMENT." Innovation in Aging 3, Supplement_1 (November 2019): S114. http://dx.doi.org/10.1093/geroni/igz038.422.

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Abstract The purposes of this study was to investigate the efficacy of interpersonal relationships, cognition, instrumental activities of daily living, depression for elderly with cognitive impairment through intervention using the intergenerational somatosensory video game and company. The experimental design was used for this study. Eighty-nine elders with mild cognitive impairement and 180 adolescents were from nine junior and senior high school were recruited in this study. Eight day care centers were randomly assigned to the experimental group I (EGI) (5-week intergenerational somatosensory video game), the experimental group II (EGII) (8-week intergenerational somatosensory video game), the experimental group III (EGIII) (5-week intergenerational company), the experimental group IV (EGIV) (8-week intergenerational company) and control group for eight weeks of routine activities. Subjects were interviewed using structured instruments, including the Instrumental Activities of Daily Living (IADL), Token test, and Geriatric Depression Scale. Obtained data was analyzed using the Generalized Estimate Equation (GEE). The results revealed that there was no significant difference of eldsers’ characteristics among five groups. After intervention, instrumental activities of daily living scores in 8-week intergenerational somatosensory video game (EGII) and 8-week intergenerational company groups (EGIV) were significantly better than the control group. Token test score in 8-week intergenerational company (EGIV) were significant higher than that in the control group; while depression in 5-week intergenerational company (EGIII) was significantly lower thatn that in the control group. Based on the research findings, to arrange intergenerational action video game and intergenerational company to enhance elders’ attention, instrumental activities of daily living and decrease depression.
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Koch, Stefan, and Philipp Artmayr. "Stability and development of user innovation strategies for video game producers." European Journal of Innovation Management 23, no. 5 (November 18, 2019): 753–64. http://dx.doi.org/10.1108/ejim-05-2019-0117.

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Purpose The purpose of this paper is to focus on user innovation strategies and their stability in the video game industry. The main research questions addressed are whether a significant portion of video game companies employ user innovation, and how these strategies are showing signs of success and evolve over time. Design/methodology/approach From various online data sources, information was extracted for 2,003 video game companies and 3,923 video games and analyzed using quantitative statistical approaches. Findings The analysed data show that a significant proportion of video game companies rely on user innovation-related strategies. If user innovation possibilities are provided, user ratings also tend to be higher. Over time, this strategy of enabling user innovation becomes more prevalent, but companies do also abandon such strategies or use them selectively. Especially, never employing them is associated with decreased company lifespan. Originality/value This is the first paper providing a large-scale insight into the evolution of user innovation strategies in an industry.
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Huang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (September 2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.

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We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings of achievement and need for challenge. For example, a higher per-period total score (achievement) increases the engagement of gamers in a low or high engagement state but not those in a medium engagement state; gamers in a low or medium engagement state enjoy within-period score variation (challenge), but those in a high engagement state do not. In the second stage, we develop a matching algorithm that learns (predicts) the gamer's current engagement state on the fly and exploits that learning to match the gamer to a round to maximize game-play. Our algorithm increases gamer game-play volume and frequency by 4%–8% conservatively, leading to economically significant revenue gains for the company.
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Ruberg, Bonnie. "Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home." Games and Culture 15, no. 6 (March 7, 2019): 632–52. http://dx.doi.org/10.1177/1555412019826746.

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This article identifies the limitations of queerness in Gone Home (The Fullbright Company, 2013) by exploring the ways in which players’ movements through space in video games can be considered queer or “straight.” Drawing from Sara Ahmed, I demonstrate how the potential for queer in-game movement in Gone Home has been straightened both by the game itself and by elements of its player reception. Gone Home is widely seen as exemplifying a current shift toward increased LGBTQ (lesbian, gay, bisexual, transgender, and queer) representation in video games. The game is also associated with queerness through its status as a “walking simulator,” a genre with ties to the queer flaneur. Indeed, Gone Home’s gameplay seems to encourage queer wandering, moving not straight but instead meanderingly. Yet, a closer analysis of its interactive elements reveals that Gone Home is far less queer than it may initially appear. The player’s path is rigid and linear, much like in a “rail shooter.” The potential for queer movement in Gone Home has been furthered straightened by speedrunners who play the game along the straightest possible paths. This article argues for player movement as an important site of meaning in video games and calls for an increased engagement with the tensions that surround queerness and video games.
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Mancini, Huni. "Mā te rongo ka mohio: Māori Pā Wars and Kaupapa Māori Methodology at the Interface of Video Games." Back Story Journal of New Zealand Art, Media & Design History, no. 5 (December 1, 2018): 71–85. http://dx.doi.org/10.24135/backstory.vi5.38.

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This essay reviews Māori Pā Wars (2017), a te reo Māori mobile game developed for mobile devices by independent Māori-led video game company Metia Interactive. Through consideration of the historical struggle for cultural and te reo Māori revitalisation, this essay discusses the use of kaupapa Māori methodology to activate mātauranga Māori through gameplay. Situated within a wider global shift towards ‘indie’ game development and more pertinently ‘Indigenous game development,’ Māori Pā Wars is one of the first games to bring kaupapa Māori methodology to the interface of video game technology. Through analysis of game development methodology, mechanics, game design and the ubiquitous mobile medium, this essay outlines the ways Māori Pā Wars challenges a ‘literature of dominance.’ It concludes that the game borrows from remix and convergence cultures inherent to indie game development, thereby reflecting the way Māori technologies, social and political systems continue to adapt to a changing technological landscape.
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Mitre-Hernandez, Hugo, Carlos Lara-Alvarez, Mario Gonzalez-Salazar, Jezreel Mejia-Miranda, and Diego Martin. "User eXperience Management from Early Stages of Computer Game Development." International Journal of Software Engineering and Knowledge Engineering 26, no. 08 (October 2016): 1203–20. http://dx.doi.org/10.1142/s021819401650042x.

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The video game industry is becoming increasingly important due to its revenues and growing capabilities. User eXperience (UX) is an important factor which contributes to the acceptance of a video game. The UX is usually assessed at the end of the development process, and for this reason it is difficult to ensure an adequate level of interactive experience between computer game and players. Cancelation of projects or even bankruptcy of a company can be caused by bad management of UX. In this paper, we propose the game experience management (GEM), a method to evaluate, manage, measure and track the UX from early stages of computer game development. In order to compare the proposal against a method comprised by conventional approaches, teams of master degree students were formed for developing six tower defense games for teaching basic multiplication operations; surveys were conducted to compare the UX of games. In this setting, we find that games developed with GEM significantly improve UX by increasing the puppetry and consequently reducing player frustration.
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Jenson, Jennifer, and Suzanne de Castell. "Patriarchy in play: Video games as gendered media ecologies." Explorations in Media Ecology 20, no. 2 (June 1, 2021): 195–212. http://dx.doi.org/10.1386/eme_00084_1.

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Videogames are a dominant cultural, economic and creative medium in the twenty-first century, whose varied ecologies are increasingly recognized as particularly hostile environments to those identifying or identified as women. These ecologies include those encoded and enacted within the virtual environments of digital games, across the spectrum of those ecologies materially inhabited in games education, game cultures and, paradigmatically, the video game industry. In June 2020, top videogame maker Ubisoft saw high ranking employees resign from the company as accounts went public on Twitter and in mainstream media of sexual harassment, abuse and other misconduct at the company being covered up and ignored. But this is by no means the first public revelation of sexual harassment and discriminatory injustices directed at women who develop and play games: many will recall the vitriolic online hate movement #gamergate.Despite the familiarity of these tropes, we seem to ‘rediscover’ every few years or so that making and playing video games can present toxic environments for women. Drawing on feminist perspectives that understand how videogames have been a gendered, primarily masculine, domain, this article proposes that a topographical view, one specifically attuned to examining gender through a media ecology lens, can demonstrate how these successive re-enactments of ‘shock and awe’ operate in the service of, and are functionally integral to, the preservation of media ecologies exclusionary by design, legitimizing the repetition of their gendered hostilities. The intent is to move beyond naïve expressions of surprise and righteous indignation, to a grounded recognition and elucidation of the extents to which misogyny and harassment are and have been deeply structured into the gendered ecologies of video games.
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Danshina, Ksenia. "The Russian approach to regulating video games: a play-through." Interactive Entertainment Law Review 3, no. 1 (September 1, 2020): 67–74. http://dx.doi.org/10.4337//ielr.2020.01.07.

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The Russian video game market is one of the world's biggest markets with a total revenue of USD 2 billion in 2019, making it potentially attractive for investors to explore. Although launching a product for the Russian market may require a lot of attention to regulatory details, on many issues the Russian legal environment seems to be favourable to game companies. This is an analysis of a number of typical issues that a game company may face in the Russian market. In particular, the following issues will be considered: the likelihood of success in disputes arising between game companies and gamers or the Russian state; the legal implications of qualifying an in-game asset; and whether the use of loot boxes in a game can lead to the game being qualified as gambling.
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Dissertations / Theses on the topic "Video game company"

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Harding, Andreas. "Exploring brand identity practice in video game start-ups : Industrial Marketing." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74485.

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The video game industry is a rapidly growing industry due to technology advancements andhas made video games to a mass phenomenon. The diffusion of today’s technologies has created and expanded the video game market, both demographical and geographical, which has attracted more customers and increased the intensity of the competition. Companies in the industry have to professionalize their marketing processes and business strategies in a moreflexible and quickly fashion than before to be able to stay competitive. An overcrowded market with thousands of products released every year creates problems for actors to get recognized. The purpose of this dissertation has been therefore to study small start-ups brand identity in its inception phase within the video game industry to assist their brand strategic approach and be able to strengthen their competitive advantage in a saturated market. The dissertation has adopted the corporate brand identity matrix framework by Urde (2013) and investigated the brand-driven elements in a start-up context; thus, the framework has only been applied incorporation-setting where the companies are large and known. Five indie game developers from northern Sweden participated in the study’s field research. The dissertation shows that the corporate brand identity matrix is adaptable for start-ups and are not dependent on the company size. Findings confirm early signs of brand identity and found correspondence between competence and value proposition, expression and personality and culture and relationship, which address interconnection between its brand-elements and its brand core. The unique findings where they all show signs of social engagements, passion and a fan-centric ambition of doing business and most of all everyone had a “community first” approach and were more inspired to deliver value to its customers rather than how they can achieve value for themselves. A concept model for start-ups in the inception phase of the video game industry has been made based on the empirical results of the study that can be adopted early in a company's start-up process and provide guidance and support for its future brand identity development to address the issues of discoverability.
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Mayer, Katherine. "Fulfillment & Amazon Invazion: Explorations of the Company Amazon Through Play." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1332.

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This project is composed of two video games that look at multiple facets of the company Amazon through a critical lens. Fulfillment explores the working conditions of Amazon Fulfillment Centers through play. Amazon Invazion provides a critical look at the company from a consumer perspective, showcasing some of the many acquisitions made by Amazon from 1994-2018. Both games prompt the player to consider their own participation in the company’s growth.
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Ho, Cheng-Chia, and 何承家. "Departmental Strategies Of R&D And Management In Video Game Company." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/87168629132695321837.

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碩士
國立臺灣科技大學
高階科技研發碩士在職專班
105
The popularity of smart phone from 2008 brought about the mobile game explosion and generated US$37B in sales until 2016(in 2016 alone). On-line app stores i.e. Apple App Store and Google Play make publication and profitability of mobile game more straightforward and prompt and, as a result, thousands of start-ups and developers crowded into this industry. The rise of smart phone introduced a great popularity of new consumers while it also caused outflow of players on other game platforms and changed the entire industry chain. Such as the recession of online gaming, dealers losing local advantages, losing ground of handheld game consoles, and even the decline in arcade games. Games are transplanted to mobile platform as a trend and abruptly mobile gaming becomes an intense battlefield. The transition of game producers and the crisis of brain-drain turn into urgent issues. Firstly in this research, we employ BCG Matrix to examine the existing product line of the studied company to predict its product development and life cycle. Secondly, we try to analyze the gaming market using primary data generated directly from the market, along with secondary data collected by the dealers and the studied company to discover possible market gap and opportunities. Then, we will use T-Plan to depict the following three year product roadmap for the cased company followed with STP and SWOT analysis of the product line to make a strategic portfolio with SO, WO, ST, and WT. In the end, the internal competitiveness of the company will be examined and organization structure be adjusted to increase executive efficiency and bring supplements to the technology gap of the product line. The purpose of this research is to draw up a three year product roadmap, to standardize research procedures, to make a precise product development procedure, and to expand capacity to secure sustainable development of the organization. It is recommended the three year product roadmap be renovated regularly to meet market needs and ultimately 100% growth rate on 2019 net profit is reachable.
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Yu, Chuang-Chieh, and 游創捷. "“e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/wwn45m.

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碩士
國立東華大學
企業管理學系
102
This study investigates how the video game firm uses the "e-sports" weapon as a development strategy. By using a case of the game company "Wargaming" in Belarus, this study shows how the company use "e-sports" factor for promoting his product “World of Tanks” and improve the level of players’ engagement and behavior step by step. Qualitative research method was conducted in this study by interviewing with the Wargaming company, the game industry, professional players, and by collecting secondary data, then integrating and analyzing those information. This study revealed that the company used different strategies to adapt different players. Players are divided into several different stages and be motivated to change their consuming habit by e-Sports. In the study the relationship between players in e-Sports game is of great significance, it will enhance the number of players, wield mutual influence of consumer behavior, and reduce the loss of players. According to the finding, we expect to provide a domestic development strategy to other video game companies and suggest a future direction of the developing electronic games for e-Sports product.
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Books on the topic "Video game company"

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Zammitto, Veronica. Games User Research as part of the development process in the game industry. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0002.

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Practising Games User Research within a video game company possesses unique challenges, ranging from tight turnaround of findings to collaborating with the development team and incorporating the needs of the rest of company. This chapter describes processes and best practices for applying GUR in the industry while identifying and avoiding potential pitfalls.
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Gorges, Florent, and Isao Yamazaki. The History of Nintendo: Volume 2, 1980-1991 The Game & Watch games, An Amazing Invention. Pix'n Love Publishing, 2012.

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Gorges, Florent, and Isao Yamazaki. L'Histoire de Nintendo: Volume 2, 1980-1991 L'etonnante Invention: Les Game & Watch. Omake Books, 2018.

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GORGES, Florent. L'Histoire de Nintendo: Volume 2, 1980-1991 L'etonnante Invention: Les Game & Watch. Pix'n Love Publishing, 2013.

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Gorges, Florent, and Isao Yamazaki. The History of Nintendo: Volume 1, 1889-1980 From Playing Cards to Game & Watch. Pix'n Love Publishing, 2012.

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GORGES, Florent. L'Histoire de Nintendo: Volume 1, 1889-1980 Des Cartes a jouer aux Game & Watch. PIX N LOVE, 2008.

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Gorges, Florent, and Isao Yamazaki. L'Histoire de Nintendo: Volume 1, 1889-1980 Des Cartes à jouer aux Game & Watch. Omake Books, 2017.

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Cohen, Scott. Zap: The Rise and Fall of Atari. Mcgraw-Hill, 1987.

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Vernallis, Carol. Music Video’s Second Aesthetic? Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.0016.

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This article appears in theOxford Handbook of New Audiovisual Aestheticsedited by John Richardson, Claudia Gorbman, and Carol Vernallis. MTV’s launch happened thirty years ago. Since then music video has undergone shifts in technologies and platforms, financial booms and busts, and changing levels of audience engagement. While music videos hit a low point at the start of the millennium, they have reemerged as a key driver of popular culture. This resurgence resembles MTV’s first moment: it’s again worth asking what music video can do and where it fits. A variety of styles, genres, and tropes marks both the eighties and today. The traditional definition of music video - a record-company product that puts images to a pop record in order to sell the song — has become too narrow. Instead we might describe music videos as containing heightened sound/image relations we recognize as such. Today's videos can reflect great technical proficiency. But in the eighties an attempt at an audiovisual connection often left a trace of the performers’ and director’s efforts. This gave videos a special charm. Today’s videos, however, may also reflect a full flowering of the genre. Many directors have labored in the industry and weathered its transitions: their experiences inform today’s music videos. This chapter looks at what this thirty-year history might add up to.
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Stephens, Owen K. C., Scott Gearin, and Robert J. Schwalb. Mythic Vistas: The Black Company Campaign Setting (Mythic Vistas). Green Ronin Publishing, 2004.

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Book chapters on the topic "Video game company"

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Maraj, Crystal S., and Jonathan Hurter. "A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems." In Advances in Human Factors in Wearable Technologies and Game Design, 354–63. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20476-1_36.

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Bigné, Enrique, Inés Küster, Asunción Hernández, Torpong Suemanotham, and Natalia Vila. "Product Placement in Video Games as a Marketing Strategy: An Attempt to Analysis in Disney Company." In Advances in Advertising Research (Vol. 2), 3–20. Wiesbaden: Gabler, 2011. http://dx.doi.org/10.1007/978-3-8349-6854-8_1.

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Maiello, Giuseppe. "National Differences and Gender Stereotypes in Days of Empire." In Handbook of Research on Advanced Research Methodologies for a Digital Society, 788–99. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-8473-6.ch043.

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Days of Empire is a freemium mobile strategy video game developed and published by the company ONEMT, whose actual headquarters is in Fuzhou Fujian, China. The company specializes in fantasy video games mostly set in the Middle East and full of references to the history and mythology of the Arab and Turkish peoples. The objective is to provide a description of the game and to perform a qualitative analysis of the attitudes of selected players towards the game, their emotional drivers, and the financial commitment many of them undertake to achieve greater success in the game. As many discussions take place in the chat function of the game, the author is interested in stereotypes referencing the players' country of origin, gender stereotypes, and even the sexual harassment to which female players are subjected. Using the emic approach, an insider's perspective will be shown of the ways in which the players of Days of Empire look at the issues of nationalism and gender stereotypes, and the emotional connection between single individuals and a freemium game of this type.
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Pun, Lok Fai. "Paid to Play." In Handbook of Research on the Impact of Fandom in Society and Consumerism, 422–40. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1048-3.ch020.

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With the rise of game broadcasting appearing in video sharing or streaming platforms, there is a new social phenomenon in which fans or consumers could co-operate with the game companies in their mutual interest. This social phenomenon has further diverged into two types of tamed labour fans, the expert fans in gaming and live-streaming and tamed fans in marketing and socializing in fandom as company agency. This article will investigate the nature of this new role of tamed fan labour and explore how it functions in the fan community, especially in terms of relieving fans' resistance against the game companies and consolidating the fan community by revealing their affinity for their fan. Using the example of a successful Chinese mobile game app, “Tower of Saviour,” this article will shed light on this rethinking of the fan structure, as well as on Chinese fan studies that show how tamed fan labour can benefit game companies in the Chinese cultural context.
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Dunkel, William, and Aaron Trammell. "Double-Ventriloquism and Aegyo in Overwatch." In Media Ventriloquism, 173–94. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197563625.003.0010.

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This chapter considers how South Korean identity is represented in the online video game Overwatch through a close reading of the character D.Va. The term “double-ventriloquism” is proposed to explain the simultaneous representation of South Korean youth culture and an assumed North American player within D.Va’s vocal utterances. Through the combination of the audio generated by the game engine and the actions of the player, D.Va communicates messages of instruction, cheer, and defeat. Speaking through action and flavor dialogue, D.Va becomes recognizable as a sexy, cute, young, and techno-forward character whose character and persona the player audience connects with. However, they remain ignorant of the combined corporate and political interests of the creators. This chapter argues that, through “double ventriloquism,” D.Va manifests both North American game company Blizzard Entertainment’s (which owns Overwatch) financial interest and the South Korean state’s interest in exporting Korean cool to an American audience.”
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Chaboud, Mathieu-Claude. "How Do the Crowdfunders Judge the Crowdfunded?" In Crowdsourcing, 1026–55. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-8362-2.ch051.

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This chapter addresses the reactions from communities of early supporters of companies turning from participative forms of financing to classical venture capital and/or buyouts by blue chip firms. Through the study of two recent cases of major crowdfunding successes, namely Oculus VR, a Californian company which obtained nearly $2.5 Million in an exemplary Kickstarter campaign and was later bought by Facebook for $2 Billion, and Mojang, a Swedish company formed to manage the unprecedented success of a video game, Minecraft, sold to supporters from its unfinished versions, the firm being later purchased by Microsoft for $2.5 Billion. Both of these companies had to manage the changes in the nature of their relationships with their early supporters. This chapter proposes typologies of potentially harmful changes induced by attempts to transform bonding social capital into bridging social capital, as well as countermeasures available to entrepreneur to control the effects of such situations.
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Chaboud, Mathieu-Claude. "How do the Crowdfunders Judge the Crowdfunded?" In Advances in Business Strategy and Competitive Advantage, 78–107. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9604-4.ch004.

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This chapter addresses the reactions from communities of early supporters of companies turning from participative forms of financing to classical venture capital and/or buyouts by blue chip firms. Through the study of two recent cases of major crowdfunding successes, namely Oculus VR, a Californian company which obtained nearly $2.5 Million in an exemplary Kickstarter campaign and was later bought by Facebook for $2 Billion, and Mojang, a Swedish company formed to manage the unprecedented success of a video game, Minecraft, sold to supporters from its unfinished versions, the firm being later purchased by Microsoft for $2.5 Billion. Both of these companies had to manage the changes in the nature of their relationships with their early supporters. This chapter proposes typologies of potentially harmful changes induced by attempts to transform bonding social capital into bridging social capital, as well as countermeasures available to entrepreneur to control the effects of such situations.
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Degn-Andersen, Jens. "Strengthening an Organizational Knowledge-Sharing Culture." In Handbook of Research on Organizational Culture Strategies for Effective Knowledge Management and Performance, 237–58. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7422-5.ch013.

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To improve knowledge sharing at the video game company Ubisoft, the knowledge management team investigated the key elements comprising a knowledge sharing culture. A knowledge sharing culture circle outlining both enablers and barriers to effective knowledge sharing is constructed. The five enablers—the nature of knowledge, opportunities to share, motivation to share, the culture and work environment, and trust—should be supported to strengthen knowledge sharing. At the same time, the barriers hindering efficient knowledge sharing at Ubisoft—confidentiality, knowledge hoarding, competition, and lack of prioritization—must be addressed to leverage the benefits of shared knowledge. The interconnected nature of both the enablers and the barriers must be taken into account when constructing initiatives intended to strengthen a culture of knowledge sharing. Five initiatives are described: a new content management paradigm, strengthened internal job communities, redefined internal security policies, objectives and key results on knowledge sharing, and targeted training.
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Patterson, Christopher B. "Posture." In Open World Empire, 157–93. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0006.

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This chapter begins a new trio of chapters that turn from modes of exposure and ideological critique to ask how the atrocities and violent consequences of empire can be perceived through erotic and reparative engagements. Playing with Eve Sedgwick’s concepts of “texture” and “touch,”this chapter examines how games position player bodies into postures ready for expression, reaction, and reception. It juxtaposes the 2016 “Men Against Fire” episode of the television show Black Mirror and the strikingly similar 2008 video game Haze to compare the mode of visual techno-paranoia with the various postures of gameplay. It then explores how the game Alien: Isolation disrupts our “plunge” postures, transforming them into postures of vulnerability and dread, which enforce new understandings of the social anxieties stoked by political and social marginalizations.
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Kwok, Sai Ho. "DRM Technology for Mobile Multimedia." In Mobile Computing, 1117–24. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch092.

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Mobile multimedia has been promoted as a promising service and application in mobile e-commerce (m-commerce) by many mobile operators and mobile service providers, when high-speed mobile networks are expected to take off in the near future. However, at present, mobile multimedia is still in its infancy, accessed by relatively lowend mobile devices with limited bandwidth and resources. A typical example is Orange in Hong Kong which launched a low-grade multimedia service in 2000 to test the market with current mobile technologies. Due to the physical constraints of a 2.5G mobile network, audio broadcast is the best service that the network can offer up to date. However, in the near future, when advanced mobile networks and technologies become available, higher demands will be placed on the quality of mobile multimedia services. Such services support both audio and video data, for example, video conferencing, music video, video-on-demand and so on. Rights management deserves more serious concern because intellectual property of distributed multimedia content is as valuable as a company’s physical assets (Doherty, 2002). This will become even more important when mobile multimedia services become marketable and an essential part of the business. The purpose of a digital rights management (DRM) system is to allow owners of digital assets (movies, songs) to distribute their products/services/contents electronically in a controlled way (Peinado, 2002). DRM technology makes various online payment schemes possible, such as pay-per-view, pay-perdownload, pay-per-game and so on. Hence, mobile service providers are able to control end users’ use of, and accessibility to, their products, and stand to gain huge profits from this capability with the DRM technology (Foroughi, Albin, & Gillard, 2002). A successful DRM system should address both business and technical issues (Grab, 2002), but this chapter only addresses and presents issues in the technical side due to the nature of this book. We present some critical issues of mobile DRM for mobile multimedia. A proposal of mobile DRM framework is presented to meet mobile technology. This chapter is concluded by presenting future directions of mobile DRM for mobile multimedia.
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Conference papers on the topic "Video game company"

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Ahmadi, Michael, Rebecca Eilert, Anne Weibert, Volker Wulf, and Nicola Marsden. "Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game Company." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311350.3347186.

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Ahmadi, Michael, Rebecca Eilert, Anne Weibert, Volker Wulf, and Nicola Marsden. "Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company." In CHI '20: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3313831.3376716.

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"How to Design Accounting Video Lectures to Recover Lost Time." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3985.

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Aim/Purpose: [This Proceedings paper was revised and published in the 2018 issue of the journal Issues in Informing Science and Information Technology, Volume 15] The objective of this study is to understand how the video lectures of the same length and content as the face-to-face lectures can be designed and implemented to have a positive effect on student performance; probably when the campus are shutdown. Background: In a number of South African universities protests by students are on the increase. Often, they lead to cancellation of academic activities such as face-to-face classes and examinations. Methodology: A quasi-experimental design with multiple baseline is used on two video lectures, to (1) compare the performance of the students who did not watch the video lectures and those who watched the video lectures; and (2) compare the performance of each student who watched the video lectures on the test topics covered in the videos and the test topics not covered in the videos; and (3) determine the factors that influence the effectiveness of the concerned video lectures. Contribution: This study contributes to the literature by investigating the effectiveness of video lectures in improving student performance; and the factors associated to the effectiveness of such lectures; and complexity or straightness of the two video lectures used; and by providing possible solutions to the challenges identified, in relation to designing video lectures. Findings: In terms of student performance, there is no significant advantage arising from watching the video lectures for the students who watched the video lectures. It is also found that the student performance is significantly associated to the student's commitment, prior performance, the quality of the content, and the organisation or design of the video lectures. Recommendations for Practitioners: This study recommends how the accounting video lectures can be designed, and highlights the environments in which the video lectures of the same length and content as the face-to-face lectures may not be used. Recommendation for Researchers: Other researchers may replicate this study using short length videos of better quality and appropriate length, which may incorporate current issues, games, be interactive and so forth. Impact on Society: This study examines the use of educational video lectures in order to minimise the impact of disruptions at university level. Future Research: Future studies may use randomly selected treatment and control groups. They may consider a nationwide research or using qualitative interviews in examining the use of educational video lectures.
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R.M. Debenham, Evan, and Roberto Solis-Oba. "New Algorithms for Computing Field of Vision over 2D Grids." In 6th International Conference on Computer Science, Engineering And Applications (CSEA 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101801.

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The aim of this paper is to propose new algorithms for Field of Vision (FOV) computation which improve on existing work at high resolutions. FOV refers to the set of locations that are visible from a specific position in a scene of a computer game. We summarize existing algorithms for FOV computation, describe their limitations, and present new algorithms which aim to address these limitations. We first present an algorithm which makes use of spatial data structures in a way which is new for FOV calculation. We then present a novel technique which updates a previously calculated FOV, rather than recalculating an FOV from scratch. We compare our algorithms to existing FOV algorithms and show they provide substantial improvements to running time. Our algorithms provide the largest improvement over existing FOV algorithms at large grid sizes, thus allowing the possibility of the design of high resolution FOV-based video games.
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Gallimore, Jennie J., Blake Ward, Adrian Johnson, Bobbie Leard, Jeremy Lewis, Kyle Preuss, and Julie Skipper. "Human Perceptions of Nonverbal Behavior Presented Using Synthetic Humans." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82641.

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Synthetic humans are computer-generated characters that are designed to behave like humans for the purpose of training or entertainment. The purpose of this study was to evaluate the perceptions of subjects interacting with synthetic humans to determine their responses to nonverbal behaviors, realism, and character personality. This study was part of a research program to develop a virtual game to train awareness of nonverbal communication for cross-cultural competency (3C). Three synthetic humans were created with different levels of realism with respect to their facial movements and skin textures. Low realism characters were defined as models purchased from the company Evolver, with additional facial action units (FAU) added to the character’s face. High realism characters were created based on a model of a real person’s head using 3D imaging cameras and a digital video camera. The same FAUs available in the Evolver characters were also coded into the high realism character as well as more realistic skin texture. During a virtual scenario the subject was asked to interview three characters in the U.S. Army. The subject interviewed each character one-on-one. The three computer characters included two white males, and one black female. The results of this study showed that it is possible to create synthetic humans that include nonverbal behaviors and personalities that are perceived by subjects, and that the subject’s own personal lens affected how they perceive the character. For example, the character Brent was rated similarly by most subjects with respect to personality traits as defined by the Big Five Factor Model. However, half the subjects indicated they liked him (friendly and confident), while about half the subjects did not like him (too confident as to be arrogant).
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Snodgrass, Sam, and Santiago Ontañón. "Player Movement Models for Video Game Level Generation." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/105.

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The use of statistical and machine learning approaches, such as Markov chains, for procedural content generation (PCG) has been growing in recent years in the field of Game AI. However, there has been little work in learning to generate content, specifically levels, accounting for player movement within those levels. We are interested in extracting player models automatically from play traces and using those learned models, paired with a machine learning-based generator to create levels that allow the same types of movements observed in the play traces. We test our approach by generating levels for Super Mario Bros. We compare our results against the original levels, a previous constrained sampling approach, and a previous approach that learned a combined player and level model.
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Ahuja, Karan, Abhishek Bose, Mohit Jain, Kuntal Dey, Anil Joshi, Krishnaveni Achary, Blessin Varkey, Chris Harrison, and Mayank Goel. "Gaze-based Screening of Autistic Traits for Adolescents and Young Adults using Prosaic Videos." In COMPASS '20: ACM SIGCAS Conference on Computing and Sustainable Societies. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3378393.3402242.

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Yang, Hsuan-Kung, Po-Han Chiang, Min-Fong Hong, and Chun-Yi Lee. "Flow-based Intrinsic Curiosity Module." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/286.

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In this paper, we focus on a prediction-based novelty estimation strategy upon the deep reinforcement learning (DRL) framework, and present a flow-based intrinsic curiosity module (FICM) to exploit the prediction errors from optical flow estimation as exploration bonuses. We propose the concept of leveraging motion features captured between consecutive observations to evaluate the novelty of observations in an environment. FICM encourages a DRL agent to explore observations with unfamiliar motion features, and requires only two consecutive frames to obtain sufficient information when estimating the novelty. We evaluate our method and compare it with a number of existing methods on multiple benchmark environments, including Atari games, Super Mario Bros., and ViZDoom. We demonstrate that FICM is favorable to tasks or environments featuring moving objects, which allow FICM to utilize the motion features between consecutive observations. We further ablatively analyze the encoding efficiency of FICM, and discuss its applicable domains comprehensively. See here for our codes and demo videos.
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Pettersen, Jostein. "Two-Phase Flow Patterns During Microchannel Vaporization of CO2 at Near-Critical Pressures." In ASME 2003 1st International Conference on Microchannels and Minichannels. ASMEDC, 2003. http://dx.doi.org/10.1115/icmm2003-1010.

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Carbon dioxide (CO2 / R-744) is receiving renewed interest as a refrigerant, in many cases based on systems with microchannel heat exchangers that have high pressure capability, efficient heat transfer, and compact design. A good understanding of two-phase flow of evaporating CO2 in microchannels is needed to analyze and predict heat transfer. A special test rig was built in order to observe two-phase flow patterns, using a horizontal quartz glass tube with ID 0.98 mm, externally coated by a transparent resistive film. Heat flux was obtained by applying DC power to the film, and flow patterns were recorded at 4000 or 8000 frames per second by a digital video camera. Flow patterns were recorded for temperatures 20°C and 0°C, and for mass flux ranging from 100 to 580 kgm−2s−1. The observations showed a dominance of intermittent (slug) flow at low x, and wavy annular flow with entrainment of droplets at higher x. At high mass flux, the annular/entrained flow pattern could be described as dispersed. The aggravated dryout problem reported from heat transfer experiments at high mass flux could be explained by increased entrainment. Stratified flow was not observed in the tests with heat load. Bubble formation and growth could be observed in the liquid film, and the presence of bubbles gave differences in flow pattern compared to adiabatic flow. The flow pattern observations did not fit generalized maps or transition lines showed in the literature.
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