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Journal articles on the topic 'Video game industry'

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1

Yoshua Pramana Kawi, I Nyoman Putu Budiartha, and Ni Made Puspasutari Ujianti. "Pengaturan Industri Permainan Interaktif Elektronik di Era Industri 4.0 Video Game Industry Regulation In 4.0. Industry Era." Jurnal Preferensi Hukum 3, no. 2 (2022): 253–59. http://dx.doi.org/10.55637/jph.3.2.4925.253-259.

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The video game industry has developed very significantly in the 4.0 industry era. Video game industry development also happened in Indonesia in the last two decades, making the government then feel the need to assign a system of regulation to the video game industry in Indonesia. However, a particular part of that said system, which is Regulation of Indonesia’s Esports Major Administrator Number 034/PB-ESI/B/VI/2021, caused some problems regarding its application in public. Therefore, the researcher is interested to study these problems by using the principles of the regulation-making process
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Dunlop, Janet C. "The U.S. Video Game Industry." International Journal of Technology and Human Interaction 3, no. 2 (2007): 96–109. http://dx.doi.org/10.4018/jthi.2007040106.

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Burwell, Catherine. "Game Changers: Making New Meanings and New Media with Video Games." English Journal 106, no. 6 (2017): 41–47. http://dx.doi.org/10.58680/ej201729180.

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This article explores three ways English educators might use Let’s Play videos in the classroom: as texts for analyzing video games, as models for media production, and as starting places for critical conversations about the gaming industry.
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Callens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.

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Children spend a tremendous number of hours online these days watching kids their age play video games on YouTube. The videos of these young stars, also called ‘kidfluencers’, have become an essential avenue for marketers to advertise games and merchandise. However, the game promotions of these kidfluencers can easily deceive children, as the paid collaboration with companies is not always properly disclosed. Therefore, this article aims to investigate if the European advertising regulations sufficiently protect children against misleading promotions in the videos of kidfluencers. It starts by
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Widiandari, Arsi. "Perkembangan dan Globalisasi Video Game Jepang." KIRYOKU 3, no. 2 (2019): 71. http://dx.doi.org/10.14710/kiryoku.v3i2.71-76.

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(Title: Development and globalization Japanese Video Game ) Today, many Japanese cultural product are developing and become popular in the community, for example Japanese music, movie, anime and video game. Japanese creative industry has a big potential in economy sector and can not be underestimated. One of Japanese culture product that become popular is Japanese video game it self. Video game are considered as the pioneers of the modern game industry. This paper will discuss the development and dissemination of Japanese video game with the viewpoint of globalization.
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Ulitina, O., and Ye Yakusha. "VIDEO GAME AS A COPYRIGHT OBJECT IN THE CREATIVE INDUSTRIES: FOREIGN EXPERIENCE." National Technical University of Ukraine Journal. Political science. Sociology. Law, no. 4(60) (January 18, 2024): 40–46. https://doi.org/10.20535/2308-5053.2023.4(60).296977.

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The video game industry is one of the most developed and popular around the world. The production and distribution of video games is economically highly profitable and has a significant impact on society – entertainment, culture, and social life of people. The video game industry is closely intertwined with other creative industries, but its revenues are higher than those of the film industry or book publishing. The basis of the video game industry is the intellectual property objects that are created in it, and mainly these are video games. There are a wide variety of video game types, which
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Kolek, Lukáš, Michał Mochocki, and Jakub Gemrot. "Review of Educational Benefits of Game Jams: Participant and Industry Perspective." Homo Ludens, no. 1(15) (May 29, 2023): 115–40. http://dx.doi.org/10.14746/hl.2022.15.7.

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There are some studies on the educational potential of game jams, but their number seems insufficient given the hundreds of thousands of game jam participants every year. What emerges as the largest research gap is the game industry perspective: its involvement in game jamming and motivations for doing so. This study is a reaction to this research gap. Current research defined some educational benefits of game jams, but how these benefits are relevant for the game industry is radically underresearched. Clarifying this missing link might be essential to the widespread use of game jams as platfo
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Méndez González, Ramón. "Specialized Terminology in the Video Game Industry: Neologisms and their Translation." Vertimo studijos 12 (December 20, 2019): 71–86. http://dx.doi.org/10.15388/vertstud.2019.5.

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The video game industry is growing at a very fast pace. At present, it is the biggest entertainment industry in the world, selling even more than film and music industries. Newly-developed technologies provide video game creators with the necessary tools to develop more complex game worlds, and user interaction is more important than ever. Each one has its own terminology and complexities, which must be perfectly understood in order to deliver high-quality work. Therefore, translators must be deeply aware of how all these technologies and game worlds work. More importantly, they need to be fam
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JYOTHIRADITYA PERI. "Video gaming industry in the US." International Journal of Science and Research Archive 11, no. 1 (2024): 1257–65. http://dx.doi.org/10.30574/ijsra.2024.11.1.0194.

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Generations after generations, the entertainment industry evolved multiple folds, be it music, be it movies, be it sports, be it video games. Each industry doesn’t only set trends each decade but also changes peoples’ lifestyle. Video games are something which is involved almost in every person’s life. Some people play them when they’re young, some play in their teens, some play after they come home from office and some play after they retire. The video games were simply designed simulations that was started in 1950’s and 1960’s by computer scientists on the early computers. In 1952, British p
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Rykała, Piotr. "The growth of the gaming industry in the context of creative industries." Biblioteka Regionalisty 2020, no. 20 (2020): 124–36. http://dx.doi.org/10.15611/br.2020.1.10.

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This paper aims to provide an overview of the studies and literature regarding creative industries, with particular consideration of the video game industry, and define potential areas of further research, among others regarding e-sports. The author seeks to define creative industries, describe the Polish and global video game industries, point to their characteristics and present the development of the Polish and global video game markets providing the examples of the conducted research. The study involves a survey of literature sources, mainly covering the themes related to creative and vide
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Tolić, Ivan, Vanja Šimunec, and Dijana Vuković. "Video game consumer profiles." Zbornik sveučilišta Libertas 5, no. 5 (2020): 51–66. http://dx.doi.org/10.46672/zsl.5.5.4.

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The video game development path is full of drastic changes. The growth and strengthening of technology and the growth of innovation in the technology sector have inevitably led to the growth of this industry, which is nowadays achieving unexpected, enviable results. The basic human need for entertainment and socializing contributes to the popularity of video games. Today, video games are played by people of all ages and genders, and the most common reasons for playing video games are fun, socializing, learning, and reducing stress, but video games also provide interactive entertainment, unlike
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Tunnel, Raimond-Hendrik, and Ulrich Norbisrath. "A Qualitative Study of the Estonian Video Game Industry Expectations." Journal of Education and Learning 12, no. 2 (2023): 1. http://dx.doi.org/10.5539/jel.v12n2p1.

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This paper presents a qualitative study of Estonian video game companies. In total, 11 companies were interviewed regarding their company values and expectations for employees. The interviews consisted of two parts. First, a regular semi-structured interview was conducted. In the second part, we used three persona sheets based on Bachelor graduates to provide an imaginary but tangible hiring situation for the company. This allowed us to explore in more detail what the companies consider important in certain employee candidates.
 
 Findings show that a strong common theme is that peop
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Godin, V. V., A. E. Terekhova, D. N. Bulatov, and I. А. Zaremba. "Neural networks utilization in the video game industry." Vestnik Universiteta, no. 8 (October 4, 2024): 23–33. http://dx.doi.org/10.26425/1816-4277-2024-8-23-33.

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The scope of the video game industry and the use of neural networks in it have been studied. The impact of this technology on the computer games development process has been analyzed, the efficiency of its application in this area noted. The generalized scheme of video games development with identification of the stages most favorable for neural networks application has been considered. The possibilities of artificial intelligence in the video game characters’ visual image development, starting from the idea stage, touching the concept creation and ending with the realization stage, have been
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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 g
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Cadin, Loïc, Francis Guérin, and Robert DeFillippi. "HRM Practices in the Video Game Industry:." European Management Journal 24, no. 4 (2006): 288–98. http://dx.doi.org/10.1016/j.emj.2006.05.002.

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Zackariasson, Peter, and Timothy L. Wilson. "Paradigm shifts in the video game industry." Competitiveness Review 20, no. 2 (2010): 139–51. http://dx.doi.org/10.1108/10595421011029857.

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Tunnel, Raimond-Hendrik, and Ulrich Norbisrath. "A Survey of Estonian Video Game Industry Needs." Journal of Education and Learning 11, no. 5 (2022): 183. http://dx.doi.org/10.5539/jel.v11n5p183.

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Designing a video game design and development curriculum in higher education is a challenging task. Information about the needs of the respective industry certainly helps. In this paper, we have surveyed Estonian video game development companies to determine their current needs when it comes to knowledge areas, software tools, languages, abilities, and contextual fluencies. The survey is based on a similar survey conducted a decade ago and this paper compares the current results with those found earlier.
 
 Compared to the prior survey, we have found significant differences in the ra
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Il'ichev, Aleksei Vladimirovich. "Representation of the image of "Russia" and "Russians" in video games as an integral part of the soft power policy of Western countries." Конфликтология / nota bene, no. 4 (April 2024): 85–102. https://doi.org/10.7256/2454-0617.2024.4.72820.

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The article examines the issue of ideological content of the representative image of "Russia" and "Russians" in the modern Western video game industry. The purpose of this study is to study the video game industry as an example of an effective tool in the framework of the "soft power" policy of Western countries. The study identified the main archetypes (4 archetypes) in the representation of "Russia" and "Russians" in the Western video game industry, and highlighted the necessary measures for the successful development of the domestic video game industry as an integral part of cultural policy
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Chiapello, Laureline. "L’apport des théories du design aux game studies : nouvelles perspectives en design de jeux vidéo." RACAR : Revue d'art canadienne 40, no. 2 (2016): 101–14. http://dx.doi.org/10.7202/1035399ar.

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At a time when the video game industry is booming in Canada and game studies departments begin to emerge in universities, this article assesses the evolution of video game design theories. These can be considered as the combination of two worlds, design theories and video game studies, a union that seems largely under-examined. Using a theoretical model drawn from design theory, namely “the eclipse of the object,” this article reveals similarities between design and video game design theories. It argues that the parallels that can be drawn between these theories constitute the basis for a shar
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Žmuk, Berislav. "Performance analysis of the Croatian video game industry." Croatian review of economic, business and social statistics 10, no. 1 (2024): 13–26. http://dx.doi.org/10.62366/crebss.2024.1.002.

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The Croatian video game industry demonstrated substantial growth amid the challenges posed by the COVID-19 pandemic. A descriptive statistics approach was utilized, encompassing all enterprises in the Croatian video game industry. Statistical tests for proportions significance were then applied to assess player satisfaction on the Steam platform with video games developed and/or published by the Croatian video game industry. The analysis indicated a concentration of the industry in Zagreb, accounting for 50% of enterprises and 77.4% of employees in 2022. Over the period from 2018 to 2022, tota
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21

Allen, Jonathan P., and Jeffrey Kim. "It and the Video Game Industry: Tensions and Mutual Shaping." Journal of Information Technology 20, no. 4 (2005): 234–44. http://dx.doi.org/10.1057/palgrave.jit.2000048.

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This paper examines the influence of information technology (IT) on a distinct but closely related industry, the video game industry. We conceptualize the effects of IT as a process of translating three related dimensions of a technological frame - technology performance, industry practices, and use vision - from one industry to another. Through historical examples, we argue that the impact of IT on the video game industry is shaped and limited by this translation process, particularly when tensions between the two industries lead to the development of new complementary or replacement technolo
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WIKHAMN, BJÖRN REMNELAND, ALEXANDER STYHRE, JAN LJUNGBERG, and ANNA MARIA SZCZEPANSKA. "EXPLORATION VS. EXPLOITATION AND HOW VIDEO GAME DEVELOPERS ARE ABLE TO COMBINE THE TWO." International Journal of Innovation Management 20, no. 06 (2016): 1650045. http://dx.doi.org/10.1142/s1363919616500456.

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This paper reports an in-depth qualitative study about innovation work in the Swedish video game industry. More specifically, it focuses on how video game developers are building ambidextrous capabilities to simultaneously addressing explorative and exploitative activities. The Swedish video game industry is a particularly suitable case to analyze ambidexterity, due to it’s extreme market success and continuous ability to adapt to shifts in technologies and demands. Based on the empirical data, three ambidextrous capabilities are pointed out as particularly valuable for video game developers;
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Mustofa, Mustofa, Jordy Lasmana Putra, and Chandra Kesuma. "Penerapan Game Development Life Cycle Untuk Video Game Dengan Model Role Playing Game." Computer Science (CO-SCIENCE) 1, no. 1 (2021): 27–34. http://dx.doi.org/10.31294/coscience.v1i1.158.

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The development of technology and information drives the acceleration of a very dynamic world. With this discovery, computer technology, which was created as a tool for human work, has now developed into a means of games, entertainment, communication and so on. In the entertainment sector, one of the most popular pieces of technology is the video game industry. However, information and knowledge regarding video game development is not very popular in Indonesia, especially about the Life Cycle in the video game development process. In addition, video games have a wide variety of genres and diff
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Wu, Hongfei, Ruizhe Gao, and Yitong Yin. "The effect of short game videos on consumers' willingness to purchase virtual items in games: A moderating effect based on game experience." Journal of Asian Business Strategy 14, no. 1 (2024): 39–60. http://dx.doi.org/10.55493/5006.v14i1.5030.

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With the popularity and development of new media, the short video industry has deeply influenced people's daily shopping behavior and entertainment activities. Similarly, with the development of Internet technology, the game industry is attracting more and more attention from game players and consumers. This study explores the impact of short game videos on gamers' willingness to purchase in-game virtual goods according to the SOR theoretical model and the moderating effect of external stimuli such as consumers' differences in game experience and perceived value on their willingness to buy gam
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Werning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.

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AbstractThis article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disruptive potential from combining the gamification of digital distribution with the formation of ephemeral public spheres around the games that it d
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Inshakov, A. A., and V. G. Egorov. "THE VIDEO GAME INDUSTRY: AN ECONOMIC ANALYSIS AND A REVIEW OF MODERN RESEARCH." Post–Soviet Continent, no. 4 (December 9, 2023): 71–95. http://dx.doi.org/10.48137/23116412_2023_4_71.

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Video games are one of the most popular and affordable types of entertainment. They attract the attention of people of all ages and interests, from children to adults. However, with the development of technology and the emergence of new game genres, video game research is becoming more and more relevant. Video game research is conducted in various fields, including psychology, sociology, economics, media studies, and others. One of the main research topics is the impact of video games on the mental health of players. Many studies show that a long time spent playing games can lead to a decrease
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Babb, Jeffry, Neil Terry, and Kareem Dana. "The Impact Of Platform On Global Video Game Sales." International Business & Economics Research Journal (IBER) 12, no. 10 (2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.

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This paper examines video game sales by platform in the global market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market have the greatest impact on sales. This question is particularly poignant, as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industr
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Wang, Guanhao. "A Pilot Study on the Video Game Interface from the Perspective of the Human-Computer Interaction -- Taking Far: Lone Sails as an Example." Lecture Notes in Education Psychology and Public Media 18, no. 1 (2023): 194–99. http://dx.doi.org/10.54254/2753-7048/18/20231314.

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The advancing IT industry gives rise to the video game industry, where more fancy and exquisite graphics can be generated. The property of video games based on human-computer interaction that associated the IT industry with art and design draws more and more attention from scholars. A genre called indie video games is less popular and less discussed. As a result, this paper is written to research the human-computer interaction applied in an indie video game, Far: Lone Sails. A pilot study will be conducted by reading and analyzing its official artbook, actual scenes during the process of the g
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Foster, Dakota D. "Protecting Video Game Gameplay Creators: A Two-Pronged Copyright Approach." Texas A&M Law Review 9, no. 3 (2022): 711–41. http://dx.doi.org/10.37419/lr.v9.i3.5.

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The video game industry continues to grow into a behemoth, yet the players fueling its rise lack sufficient copyright protection. While the Copyright Act protects video games’ copyrightability as audiovisual works, it lacks clear protection for the gameplay created by gameplay content creators. These secondary creators increasingly build careers out of their gameplay yet lack clear copyright protection over the videos they create because the video game developer typically owns the video game’s exclusive rights over public performance and derivative works. The status quo relies on a “gentleman’
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Zhao, Qingchuan, and Xiaojing Wen. "Comparative Research of Chinese and American Game Mechanism Design." SHS Web of Conferences 165 (2023): 01008. http://dx.doi.org/10.1051/shsconf/202316501008.

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The video game industry is one of the most influential entertainment industries, which has been generating high revenue and developing rapidly in recent years. However, in recent years, social problems caused by video games have emerged in China. This article proposes that game mechanism is an important kernel of game design and has a crucial influence on the social significance of games. By comparing China and the United States, the article analyzes the history of game mechanism design in both sides, draws the reasons for the healthy development of the game industry in America and uncovers th
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Mohr, Stephen, and Syed Shawon Rahman. "It Security Issues Within the Video Game Industry." International Journal of Computer Science and Information Technology 3, no. 5 (2011): 1–16. http://dx.doi.org/10.5121/ijcsit.2011.3501.

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Stavljanin, Velimir, Jelena Cvijovic, and Milica Kostic-Stankovic. "Research of indirect advertising in video game industry." Industrija 45, no. 4 (2017): 113–32. http://dx.doi.org/10.5937/industrija45-16065.

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Pilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.

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Video game culture is one of the most dynamically developed forms of modern popular culture. Over the past 10 years, the number of communities that represent certain areas has grown rapidly. Being in direct connection with film industry, literature and music the video game culture has occupied a new segment that requires detailed research. New opportunities of online communication have transformed the traditional understanding of gaming culture. Social segment identifies as gamers. This kind of culture can be used to spread a social message using human interactions. It should be noted that in
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Hughes, Ian. "Video Game Currency: Clever or Currupting?" ITNOW 61, no. 4 (2019): 60–63. http://dx.doi.org/10.1093/itnow/bwz117.

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Abstract Ian Hughes (epradator), Senior Analyst IoT, 451 Research, Scifi Author and Doctor of Technology (Hons) takes a look at what has happened to the games industry and its interaction with IT consumers and their parents.
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Liu, Zhuofan. "Analysis and Research of Action Adventure Game Design." Lecture Notes in Education Psychology and Public Media 42, no. 1 (2024): 195–99. http://dx.doi.org/10.54254/2753-7048/42/20240852.

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By 2021, the global video game market will reach $155.5 billion, accounting for 52.9 percent of the global digital media market. The video game industry plays an important role in cultural transmission and economic promotion, and this industry has reached its current flourishing status after only a few decades of development, which shows the huge potential, vitality and research value behind this industry. In this context of The Times, this paper summarizes and extracts the skills of excellent game level design papers through literature analysis, and carefully analyzes the specific levels of r
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Kabát, Marián. "Pár poznámok k terminológii a neologizmom v lokalizácii videohier." Nová filologická revue 14, no. 1 (2022): 28–40. http://dx.doi.org/10.24040/nfr.2022.14.1.28-40.

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The paper focuses on terminology and neologisms and their typology in video games. It defines video games as a specialized type of communication and then presents three different types of discourse that take place in the video game industry. This is done in order to show that video game terminology varies and goes beyond a video game per se (e.g., terminology from technology or pop culture). Then the paper presents a video game terminology typology that is based upon a video game corpus made up of Minecraft (a corpus of 42,058 words) and its analysis, but it demonstrates relevant terminology f
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K., Anupama, and G. K. Chithra. "Of Castration Anxiety and Hypersexualized Female Bodies: A Critical Assessment of the Objectifying Gaze in Batman: Arkham Video Game Series." Theory and Practice in Language Studies 12, no. 9 (2022): 1921–29. http://dx.doi.org/10.17507/tpls.1209.26.

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This article builds upon Laura Mulvey’s idea of the Male Gaze to conduct a feminist reading of the video game series Batman: Arkham (2009-2015). It does so by using Bechdel Test to analyze the depiction of the major female characters appearing in the series. The article investigates why portrayal of the women characters in video games is always problematic and how Batman: Arkham franchise becomes yet another transmedia text that fails in showing its female characters accurately. The textual analysis of the games confirms that the video game industry protects and perpetuates male privilege thro
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Li, Ningxin. "Legal and Ethical Issues of Reverse Engineering the Video Game." Global Journal of Politics and Law Research 11, no. 1 (2023): 52–65. http://dx.doi.org/10.37745/gjplr.2013/vol11n15265.

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A massively multiplayer online role-playing game (MMORPG) is a type of online video game that allows many players to participate in the game simultaneously; Players can interact with each other worldwide to cooperate or compete (Gose, 2014). Reverse engineering could enable the company to improve the efficiency and quality of the game product (CSCHEAFER, 2020). Video game companies could examine the strength of a game system while finding competing companies’ weaknesses in terms of security, interoperability, and performance (NC State University, n.d.). The author will analyze intellectual pro
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Jiang, Chengzhi. "Exploring Discrimination against Video Games and Strategies for Reduction: A Review of Stereotypes, Cultural Perceptions, and Media Representation." Journal of Education, Humanities and Social Sciences 45 (December 26, 2024): 285–92. https://doi.org/10.54097/2p4mfn37.

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Video games have become an emerging field in the past twenty years, and video game culture is permeating different aspects of society and is associated with various properties of culture. This paper aims to analyse some discrimination faced by video games and video game culture and provide some suggestions on how to reduce such discrimination from different perspectives such as players and video game publishers. This paper examines a variety of previous research on video game culture, including assessments, misconceptions, and prejudices about it, as well as suggestions for decreasing negative
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Valdés-Argüelles, Cristina, Aquilina Fueyo Gutiérrez, and María Verdeja. "Gender perspectives on educational contributions to the study of video-gaming: A baseline feminist genealogy." Journal of Technology and Science Education 14, no. 3 (2024): 916. http://dx.doi.org/10.3926/jotse.2621.

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As video games have evolved, they have emerged as useful tools in areas such as education, tackling global issues through their storylines and mechanics. However, never in the history of video games, not even today, has there been parity in the proportion of women directly employed in the development of video games. This paper is part of a broader research project undertaken in the context of a doctoral thesis within the framework of the R+D+I project ‘Building global citizenship with young people: researching transformative practices with participatory and inclusive methodologies’. It provide
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Geslin, Erik, Laurent Jégou, and Danny Beaudoin. "How Color Properties Can Be Used to Elicit Emotions in Video Games." International Journal of Computer Games Technology 2016 (2016): 1–9. http://dx.doi.org/10.1155/2016/5182768.

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Classifying the many types of video games is difficult, as their genres and supports are different, but they all have in common that they seek the commitment of the player through exciting emotions and challenges. Since the income of the video game industry exceeds that of the film industry, the field of inducting emotions through video games and virtual environments is attracting more attention. Our theory, widely supported by substantial literature, is that the chromatic stimuli intensity, brightness, and saturation of a video game environment produce an emotional effect on players. We have
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Soto de la Cruz, Jenniffer, Sara Cortés Gómez, and Pilar Lacasa. "The reinvention of video games and new forms of consumption in lockdown times. The case of Fortnite." Comunicación y Sociedad 2023 (May 3, 2023): 1–23. http://dx.doi.org/10.32870/cys.v2023.8455.

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The purpose of this study is to analyze how the video game industry has reinvented the way entertainment content is consumed during the lockdown; specifically, we will study the case of Fortnite. The methodological approach is qualitative, supported by content analysis and discourse analysis of Spanish digital media articles and news. The results reveal three elements that favour innovation in the video game industry: the development of novel content, in-game events, and added value in the players' experience.
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Dyson, Jon-Paul C. "Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games." International Public History 4, no. 1 (2021): 7–16. http://dx.doi.org/10.1515/iph-2021-2019.

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Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the
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Aleksandr, Novozhenin. "Research on the Impact of Video Game Characteristics on Russian Consumers Purchase Intention." Frontiers in Business, Economics and Management 15, no. 3 (2024): 139–42. http://dx.doi.org/10.54097/4xjbdx74.

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There are currently over 65 million people in the Russian Federation who regularly play video games of any type and on any platform. About half of them fall into the category of "paying" gamers - those who buy games or pay for in-game content, which industry analysts view as an indicator of emerging markets. As it becomes increasingly difficult for developers to compete in the video game market, it is increasingly important for publishers and video game developers to understand why consumers play and buy games. A major challenge for the gaming industry is figuring out which features of a game
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Liu, Jianan. "The study of the investment value of Activision Blizzard based on SWOT analysis." BCP Business & Management 38 (March 2, 2023): 3112–16. http://dx.doi.org/10.54691/bcpbm.v38i.4242.

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In the last twenty years, there are a phenomenal growth of Internet users and the spread of Internet infrastructure that lead by the development of advanced technology. As the Internet industry has grown exponentially, the video game industry has attracted massive public attention and become a popular topic among investors, and the user base of online games has grown as well. Under the influence of Covid-19, people are spending more time and money on online and video games. Additionally, It has also been proved that the online gaming industry is a promising investment target. Activision Blizza
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Ali, Wildan. "Evolution of the Video Game Market." Journal of Games, Game Art, and Gamification 1, no. 1 (2021): 27–34. http://dx.doi.org/10.21512/jggag.v1i1.7248.

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The videogame industry had evolved since its initial appearance, and along with it, so has target market. This study attempts to analyse the trends throughout the years through observation of marketing materials such as printed and video advertisement commercials. The analysis is done by applying standard practice values employed in advertising communication on chosen samples of said commercial ads from each era of video game history.
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Ilyanov, Dmitrii Sergeevich, Tatiana Constantinovna Chernysheva, and Maksim Andreevich Yurevich. "Sources of economic growth in the XXI century: video game industry." Теоретическая и прикладная экономика, no. 3 (March 2020): 78–89. http://dx.doi.org/10.25136/2409-8647.2020.3.31693.

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This article focuses on determination of trends and prospects for the development of video game industry in the Russian Federation. Analysis is conducted on evolution of the video game market and trends that established thereof. The author examines the dynamics in gaming industry revenue allocated by segments, and the share held by video games on the markets of the Eurasian Economic Union member-states. The author carries out a comparative analysis of the revenue of the global gaming industry for all segments (games for smartphones, tablets, PC, etc.) with GDP of some EAEU member-states for th
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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 (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 compani
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Nguyen, Phuong, and Luong Nguyen. "A study on game consumer behavior." Management Science Letters 11, no. 9 (2021): 2323–30. http://dx.doi.org/10.5267/j.msl.2021.6.002.

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In the world, the video game industry has really exploded until about 2000, and since then has achieved great strides, becoming one of the leading forms of the entertainment industry, at least in terms of revenue. The main purpose of this paper is to examine the consumer behavior in the case of video games with three objectives: identify the factors affecting customer satisfaction for video games; analyze these factors to understand how they affect consumer behavior and propose some recommendations to improve the customer satisfaction for video games. Data was collected from 205 Vietnamese gam
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Ding, Yixin. "Playing Action Video Games Affects Cognitive Ability." Journal of Education, Humanities and Social Sciences 5 (November 23, 2022): 266–71. http://dx.doi.org/10.54097/ehss.v5i.2911.

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The great growth of the video game industry and the massive increase in the number of video game players has prompted extensive research into video games. The varied impacts of video games gaming on cognitive skills, primarily action video game, are reviewed in the article. Different studies were divided into three types: the speed of processing, perception, and attention, in order to explore the neural mechanism behind action video game play. Action video games' effects on users' cognitive abilities can be mainly divided into the impact on low-level sensory pathways and the impact on attentio
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