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Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.
Computer games --- Electronic games industry. --- Electronic industries --- Toy industry --- Social aspects. --- Computer games industry --- Electronic games industry --- Internet games industry --- Video game industry --- Video games --- Video games industry.
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Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
Video games -- Social aspects. --- Video games --- Social Sciences --- Recreation & Sports --- Social aspects --- Video games industry --- Social aspects. --- Video game industry --- Electronic games industry --- Video games - Social aspects --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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Based on their extensive research into the business and marketing strategies of the video game industry, David Wesley and Gloria Barczak consider how and why, in the search for the holy grail of high definition gaming, many companies have become ensnared in a 'performance trap' that causes them to lose sight of the customer. The history of technology is littered with examples of superior products that either failed or sold poorly relative to technically inferior competing products. Innovation and Marketing in the Video Game Industry examines the factors behind success and failure and identifie
Video games industry --- Video games --- Jeux vidéo --- Marketing --- Industrie --- Commercialisation --- Video games -- Innovation. --- Video games -- Marketing. --- Video games industry. --- Business & Economics --- Industries --- Marketing. --- Jeux vidéo --- Television games --- Videogames --- Video game industry --- Electronic games --- Electronic games industry --- E-books --- Computer games --- Internet games --- Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming
Electronic games industry. --- Internet games. --- Technological innovations. --- Electronic games industry --- Technological innovations --- Industries --- Recreation & Sports --- Business & Economics --- Social Sciences --- Breakthroughs, Technological --- Innovations, Industrial --- Innovations, Technological --- Technical innovations --- Technological breakthroughs --- Technological change --- Electronic industries --- Toy industry --- Creative ability in technology --- Inventions --- Domestication of technology --- Innovation relay centers --- Research, Industrial --- Technology transfer --- Computer games industry --- Internet games industry --- Video game industry --- Video games industry.
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Dal Yong Jin examines the rapid growth of the Korean online game industry from the perspective of political economy, discussing it in social, cultural & economic contexts.
COMPUTERS --- Internet / General --- Internet games --- Video games industry --- Social Sciences --- Recreation & Sports --- Social aspects --- Economic aspects --- History --- History. --- Video game industry --- Electronic games industry --- Electronic games --- E-books --- GAME STUDIES/Online Games --- CULTURAL STUDIES/Global Studies --- SOCIAL SCIENCES/Media Studies --- K9397 --- Korea: Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Television games --- Videogames --- Games --- Video games
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In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.
Video games --- Economic aspects. --- Social aspects. --- Electronic games industry --- Electronic games --- Social aspects --- E-books --- Electronic books. --- Electronic games -- Social aspects. --- Electronic games industry. --- Industries --- Recreation & Sports --- Business & Economics --- Social Sciences --- Television games --- Videogames --- Economic aspects --- Electronic toys --- Games --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Computer games industry --- Internet games industry --- Video game industry
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"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket.
Video games --- Video games industry --- Social aspects --- Video game industry --- Television games --- Videogames --- Electronic games industry --- Electronic games --- GAME STUDIES/Game History --- CULTURAL STUDIES/Global Studies --- BUSINESS/Business Technology --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games
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The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
Video games --- Video games industry --- Computer games --- Jeux vidéo. --- Video games industry. --- Video games. --- Video game industry --- Electronic games industry --- Television games --- Videogames --- Electronic games --- Design. --- Jeux vidéo --- Video Games. --- video games. --- Conception. --- Industrie. --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Internet games --- Games --- Design
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"In Cheating, Mia Consalvo investigates how players choose to play games and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups); examines the varying ways that players and industry define cheating; describes how the game industry itself has helped systematize cheating; and studies online cheating in context in an online ethnography of Final Fantasy XI."--Jacket.
Cheating at video games. --- Video games industry --- Video games --- Corrupt practices. --- Moral and ethical aspects. --- Television games --- Videogames --- Video game industry --- Cheating in video games --- Electronic games --- Electronic games industry --- GAME STUDIES/General --- GAME STUDIES/Online Games --- SOCIAL SCIENCES/Media Studies --- Cheating at video games --- #SBIB:309H1015 --- #SBIB:309H17 --- Corrupt practices --- Moral and ethical aspects --- Media: politieke, juridische, ethische, ideologische aspecten (incl. privacy) --- Computer- en videogames --- Computer games --- Internet games --- Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Fraudes aux examens. --- Jeux vidéo --- Pratiques déloyales. --- Aspect moral.
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Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book's readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
Multimedia systems --- Audio-visual equipment --- Translating and interpreting --- Computer games --- Video games --- Video games industry --- #KVHA:Vertaalwetenschap --- #KVHA:Game localization --- #KVHA:Vertaling video spel --- 651.926 --- 651.926 Translating. Interpreting --- Translating. Interpreting --- Video game industry --- Electronic games industry --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Interpretation and translation --- Interpreting and translating --- Language and languages --- Literature --- Translation and interpretation --- Translators --- Audio-visual education --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Research --- Technological innovations --- Programming --- Design --- Translating --- Equipment and supplies --- Research. --- Technological innovations. --- Programming. --- Audiovisuel --- Traduction et interprétation --- Jeux d'ordinateur --- Design. --- Innovations --- Programmation --- Mass communications --- Computer. Automation --- Translation science --- Computerspellen --- Softwarelocalisatie. --- Vertaalwetenschap. --- software. --- Multimedia systems - Research --- Audio-visual equipment - Technological innovations --- Translating and interpreting - Technological innovations --- Computer games - Programming --- Video games - Design --- Video games industry - Technological innovations --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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