From fears of issues with potential problematic consequences in the gaming industry stemming from a perceived power-disparity between the industry’s two defined“categories” (AAA and Independent), a study was made to investigate. This qualitative study was made to investigate whether or not certain perceived issues in the industry exist, and whether or not they are problematic (and in what way, if any). After interviewing four industry professionals of varying industry experience, it was determined that there are indeed issues stemming from a power-disparity within the industry. Furthermore, these issues can cause problems regarding the safety of the industry’s workers both physically and financially, the artistic and cultural development of...
Sweden is regularly listed as one of the best countries in the world in terms of gender equality, of...
This paper examines the recent wave of repetitive, derivative commercial off-the-shelf games as a ph...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
Relationships between gaming audiences and the industry workforce have been a significant factor for...
The aim of this thesis is to examine the way that the videogame industry has evolved as a complex so...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
In the last decade, games have grown into a dominant and highly diverse form of media, characterized...
Computer games are having an increasingly large effect on how we live our lives and interact with ea...
The established (digital) leisure game industry is historically one dominated by large international...
Video games have grown into a multibillion dollar industry and is expected to exceed 118 billion dol...
This book analyzes the effect of policy on the digital game complex: Government, industry, corporati...
Research into mainstream (AAA) video games reveals a popularized form of militarized masculine enter...
Video games have become common way to spend free time for all types of people. Gaming has moved fro...
This book is not about the future of video games. It is not an attempt to predict the moods of the m...
While the digital games industry has become increasingly marketised and professionalized in its fort...
Sweden is regularly listed as one of the best countries in the world in terms of gender equality, of...
This paper examines the recent wave of repetitive, derivative commercial off-the-shelf games as a ph...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
Relationships between gaming audiences and the industry workforce have been a significant factor for...
The aim of this thesis is to examine the way that the videogame industry has evolved as a complex so...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
In the last decade, games have grown into a dominant and highly diverse form of media, characterized...
Computer games are having an increasingly large effect on how we live our lives and interact with ea...
The established (digital) leisure game industry is historically one dominated by large international...
Video games have grown into a multibillion dollar industry and is expected to exceed 118 billion dol...
This book analyzes the effect of policy on the digital game complex: Government, industry, corporati...
Research into mainstream (AAA) video games reveals a popularized form of militarized masculine enter...
Video games have become common way to spend free time for all types of people. Gaming has moved fro...
This book is not about the future of video games. It is not an attempt to predict the moods of the m...
While the digital games industry has become increasingly marketised and professionalized in its fort...
Sweden is regularly listed as one of the best countries in the world in terms of gender equality, of...
This paper examines the recent wave of repetitive, derivative commercial off-the-shelf games as a ph...
The game industry is growing faster than the movie industry and the market of digital games grosses ...