Dissertations / Theses on the topic 'Video game developers'
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Shook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.
Full textSantesson, Peder. "A Study of Greenpeace Campaigns : Environmental Communication of Video Game Console Developers." Thesis, Södertörns högskola, Institutionen för livsvetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10887.
Full textWagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.
Full textGonzalez, Stephen. "On Preserving Games and Perseverance for the Future: A Developer Perspective." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1505275/.
Full textWatson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.
Full textWood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Full textHiggins, 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.
Full textMarks, K. D. ""Wimps need not apply!" : constructing video game developer identity." Thesis, Nottingham Trent University, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.629308.
Full textEriksson, 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.
Full textBanks, John A. L. "Participatory culture and enjoyment in the video games industry : reconfiguring the player-developer relationship /." [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18404.pdf.
Full textLoup, Guillaume. "Conception et développement d’interactions immersives pour jeux sérieux." Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1041/document.
Full textThis thesis is in the field of the virtual environments for human learning. Digital Epistemic Games (DEG) are a category of serious games dedicated to solving complex, multidisciplinary and non-deterministic problems. The objective of DEGs is to propose authentic learning situations in terms of interactions so that learners can construct and anchor knowledge in their context of use.The first part of the thesis is devoted to exploring spatial, temporal and social dimensions of DEG interactions. Experiments were conducted in ecological environment and showed an educational contribution through an increase in the learner engagement. The design of the prototypes showed that the development of the immersive interactions of a virtual environment for human learning currently remains reserved for specialists in Mixed Reality or Virtual (MVR).So the second part of the thesis was the proposal of a development environment named MIREDGE. A visual programming interface allows developers to model interactions without specific knowledge in MVR through the reuse of blocks. Experiments have evaluated the effectiveness and efficiency of MIREDGE for specialist and non-specialist developers in MVR.As specialist developers in MVR have to continue their algorithm beyond visual programming, MIREDGE allows automatic generation of code providing the corresponding script being totally re-editable in their game engine. The MIREDGE approach ensures wide compatibility with development environments and peripherals. This opens perspectives on the study of the logics of universal interactions
Pamungkas, Wijanarko Sukma, and 巴隆喀. "A Case Study of Network Approach Strategic Management on Video Game Developers in Indonesia." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/56525949561236590486.
Full text國立臺灣科技大學
管理學院MBA
101
In these past 5 years, economic growth in Indonesia is climbing and may expand more in 2013. Micro, Small and Medium-sized Enterprises (MSMEs) are one of the key sources of economic growth in Indonesia. Many firms from the same industry form a business community, and it can become a network of inter-organizational relationships or business networks for the firm. SMEs need to implement network approach strategic management by managing the business networks they had and creating business strategy based on the networks’ resources and competencies to gain competitive advantages. In order to grow using network approach strategy a firm should know what’s the nature of the business environment where they reside and formulate business strategy that define what resources and competencies the company possesses by itself, and what it aims to acquire from external organizations and what kind of linkages it needs to have to access those required external resources and competencies. It needs also be concerned with the resources and competencies that the existing relationship portfolio provides and the means of developing and exploiting that portfolio. And implement the strategy by doing strategic management activities in networks.
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.
Full textCurrently, 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.
Ouellet, Kathleen. "Les heures de travail chez les concepteurs de jeux vidéo : de la passion pour les jeux aux pratiques de mobilisation." Thèse, 2010. http://hdl.handle.net/1866/4967.
Full textInspired by the reflection made on the new forms of work organization system brought by the new economy, this M. Sc. Thesis is interested in unlimited overtime informally compensated for, among a highly skilled group of workers: video game developers. Innovative from employer’s standpoint, these types of organization system, in particular the project-based system does generate problems for the workers. Like the knowledge workers who are willing to invest long hours of work, the video game developers frequently work overtime. Not only is this overtime unpaid, but also it is long and frequent. How does management come to make the developers consent to such a demand, without requiring them to work overtime? To explore this question, we analyzed the interviews done with 53 designers from the Montreal’s video game industry. Indeed, interviews revealed that a majority of game developers make unlimited unpaid overtime on a regular basis. The results of this research offer an explanation based on an informal system of rewards and punishments.
Yu, Ching-Ying, and 尤淨纓. "Pre-marketing forecasting and Boundary spanning governance-insights the video game developer perspective." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/j3d7bd.
Full text元智大學
管理學院博士班
103
Through empirical research, we discovered the indeterminacy of the game industry after 40 years of development. In light of two indeterminacies, they are marketing expenses and developing time. We performed a case study to understand the role of outsourcing in product creation and proposed a dataless pre-marketing sales forecasting method for use before a game’s launch. In this context, our first step, which we address in Chapter 2, is to investigate the game industry’s background via literature review. After this investigation, we presented relevant methods for Structured-Pragmatic-Situational (SPS), fuzzy measure, Choquet integral model and Multi-layer perceptron (MLP) model in Chapter 3. We employed as our method a cross-culture case study combined with the SPS method with boundary spanning activity and boundary spanning leadership. Herein, we presented our empirical study, the conversation of which continues into Chapter 4. We address the procedure, how boundary spanning activity and boundary spanning leadership influence outsourcing, as well as how sales forecasting influences the effectiveness of pre-marketing. Chapter 5 offers conclusions, recommendations and future research directions. Our findings give several insights into the linkage between boundary spanning activity and boundary spanning leadership. Capability (seek capability) and strategy (network changed) played important roles in four combinations, at different phases of product outsourcing. We also provided the results of three simulations to predict pre-marketing sales data dependent on game’s release timing: the Christmas season, the Game developers conference (in March), and the Tokyo Game Show (in September). We believe this study, introducing the coupling of the boundary spanning governance and pre- marketing forecasting approach, will contribute to the knowledge of video game industry dynamics.
Almeida, Bernardo Alves da Silva. "A importância da comunicação entre criadores e jogadores na indústria dos videojogos." Master's thesis, 2019. http://hdl.handle.net/10071/19220.
Full textCurrently, the video games industry is very important in the cultural industry, considering that revenues for this market were estimated at 119 billion euros in 2018. Video game publishers and developers are present today in the various online platforms where they communicate at different levels with players. Thus, the main objective of this dissertation is to perceive the importance that this communication has in the current video game industry. To achieve this, first, a participant observation was conducted in three large online communities of players on Reddit, in order to perceive the representations of the users in relation to the communication of creators of video games. Afterwards, interviews were conducted with managers of online gaming communities. In a third moment, an online survey was applied to the three largest gaming communities on Reddit. Through participant observation, it was possible to conclude that effective communication between creators and players depends on the publisher and here the important role of community managers is highlighted. Through the interviews with managers of players' communities, it is possible to conclude that it is necessary to have a regular presence on the various platforms, such as the social networks Facebook and Twitter, where community managers update players with news and respond to suggestions and criticism. The online survey results indicate that regular communication is of great importance for the success of video games and the creators themselves. The type of communication most expected by players is the response to ideas or issues, and players attribute great importance to online social media for this to happen.