Relationships between gaming audiences and the industry workforce have been a significant factor for decades, becoming an economic driver for high-profile studios, which has led to an increase in budget size and a tightening of deadlines. The definition of creative media products under capitalism as “research, product planning and design, packaging, publicity and promotion, pricing policy, and sales and distribution” (Ryan, 1991, p.186) resonates perfectly with contemporary marketing strategies The inherent complexity of marketing strategy in this view accounts for heightened risks, which make the creation of original products from scratch a difficult proposition. This, in turn, can account for a certain aversion to risk, which makes sequel...
The established (digital) leisure game industry is historically one dominated by large international...
This dissertation outlines the material and aesthetic origins of the game film in order to show how ...
Few theses, proposals and books in game studies start without some statement of the importance of vi...
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
The game is constantly present in the life of a man and is needed both for the individual and the so...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
From fears of issues with potential problematic consequences in the gaming industry stemming from a ...
In the last two decades video games have grown into a multibillion dollar industry, with titles and ...
Despite being one of the youngest forms of entertainment, video games have grown from a relatively n...
From the middle-20th century to today, video games have grown from an idiosyncratic interest of comp...
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, ...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
Diverse representations of bodies in videogames has become a point of contention among developers an...
This article examines how ‘gambling’ secured a central economic and cultural position in the develop...
Not only the gamescom fair in Cologne and the games convention fair in Leipzig have recently shown t...
The established (digital) leisure game industry is historically one dominated by large international...
This dissertation outlines the material and aesthetic origins of the game film in order to show how ...
Few theses, proposals and books in game studies start without some statement of the importance of vi...
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
The game is constantly present in the life of a man and is needed both for the individual and the so...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
From fears of issues with potential problematic consequences in the gaming industry stemming from a ...
In the last two decades video games have grown into a multibillion dollar industry, with titles and ...
Despite being one of the youngest forms of entertainment, video games have grown from a relatively n...
From the middle-20th century to today, video games have grown from an idiosyncratic interest of comp...
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, ...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
Diverse representations of bodies in videogames has become a point of contention among developers an...
This article examines how ‘gambling’ secured a central economic and cultural position in the develop...
Not only the gamescom fair in Cologne and the games convention fair in Leipzig have recently shown t...
The established (digital) leisure game industry is historically one dominated by large international...
This dissertation outlines the material and aesthetic origins of the game film in order to show how ...
Few theses, proposals and books in game studies start without some statement of the importance of vi...