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Articles 1 - 23 of 23
Full-Text Articles in Business
A New Update Is Ready To Be Installed: The Ever-Increasing Advancement Of The Video Game Industry., Tristen Schubert, Patrynna Mensah, Colin Lara, Nicholas Wasztyl
A New Update Is Ready To Be Installed: The Ever-Increasing Advancement Of The Video Game Industry., Tristen Schubert, Patrynna Mensah, Colin Lara, Nicholas Wasztyl
ENGL 1102 Showcase
The topics being discussed in this anthology all have a deep connection to video games and talk about the different aspects of the video game industry. This includes the way that video game narratives have changed, how video games use psychology to immerse their players, to how video games are able to be played through new services such as cloud gaming, and even how copyright works when it comes to video games. With all this in mind, this anthology strives to inform our readers about aspects of the video game industry that are crucial to its overall success.
To Innovate Or Integrate: A Story Of Mergers And Acquisitions In The Video Game Industry, Charlie Geis, Dustin Rabin
To Innovate Or Integrate: A Story Of Mergers And Acquisitions In The Video Game Industry, Charlie Geis, Dustin Rabin
The Journal of Purdue Undergraduate Research
No abstract provided.
Platform Of Growth: An Analysis Of Earnings And Social Media Engagement Among Esports Athletes, Colleen Marie Dibble
Platform Of Growth: An Analysis Of Earnings And Social Media Engagement Among Esports Athletes, Colleen Marie Dibble
Theses and Dissertations
Esports consists of online gaming, cyber sport, and virtual sport in a highly competitive environment. The industry has grown tremendously over the last 30 years (Leroux-Parra, 2020). Professional esports competitions are often now contested with a large scale, global audience, and millions of dollars potentially at stake in some competitions. Hundreds of esports athletes earn a living from the multi-billion-dollar esports industry. In addition to players earning salaries and prize pool money in a professional setting, many colleges have offered scholarships to enrolled students and have begun to offer esports-related curriculums (Dominguez, 2022). Networks such as ABC, ESPN, and TBS …
Instructional Systems Design And The Diffusion And Adoption Of Technology: (Volume 1), Miguel Ramlatchan (Author & Editor), Mark Parsons (Author), Meghan Soldani (Author), Josie Joswick Mendoza (Author), Maria Satre (Author), Brittany Spitz (Author), Jasmine Bundy (Author), Amanda Kline (Author)
Instructional Systems Design And The Diffusion And Adoption Of Technology: (Volume 1), Miguel Ramlatchan (Author & Editor), Mark Parsons (Author), Meghan Soldani (Author), Josie Joswick Mendoza (Author), Maria Satre (Author), Brittany Spitz (Author), Jasmine Bundy (Author), Amanda Kline (Author)
Distance Learning Faculty & Staff Books
Instructional designers, instructional systems designers, and other educational technologists are, by their nature, innovators. These professionals apply and extend the applied science of learning, systems, communication, and instructional design theory to help students learn. Technology in some capacity is used to make the connections between subject matter experts, teachers, instructors, and their learners. It is common for instructional designers to seek new tools, techniques, and innovations for the improvement of learning, access, quality, and student satisfaction. However, the adoption and diffusion of new educational technology and innovation is a complex process that depends on many variables. Understanding these processes and …
How Can Social Networks Impact Careers In Game Development?, Tongzhang Wang
How Can Social Networks Impact Careers In Game Development?, Tongzhang Wang
Undergraduate Student Research Internships Conference
The game development industry is one characterized by young workers and fast worker turnover. The popularity of using twitter as a professional tool within the video games industry presents a potentially insightful view port into a professional's informal network. Investigating characteristics of the social networks of newly graduated students in the game development industry may reveal what factors contribute to fast worker turnover and how certain cohorts may face additional barriers.
Playing The Game: Video Games And Video Game Streaming Platforms As Marketing Communication Channels, Roman Welden
Playing The Game: Video Games And Video Game Streaming Platforms As Marketing Communication Channels, Roman Welden
Doctoral Dissertations
While video games are generally viewed as a form of entertainment for a small subset of people, in reality they provide a channel for nearly 3.2 billion people to interact with others and offer multiple pathways for marketers to interact with consumers. Pair this alongside 140 million unique consumers who consumer nearly 24 billion hours of content on video game streaming platforms (VGSPs), such as Twitch, and there is a deep need for marketers to understand how to engage consumers in these environments. This dissertation provides a conceptualization of the video game ecosystem as well as the types of influencers …
Xbox In Japan? Understanding The Distinctions Of The Japanese Video Game Market To Increase Microsoft's Competitive Advantage, Sekani Adebimpe
Xbox In Japan? Understanding The Distinctions Of The Japanese Video Game Market To Increase Microsoft's Competitive Advantage, Sekani Adebimpe
Senior Theses
Microsoft, Nintendo, and Sony remain the biggest players in the video game console space. While all three companies have achieved worldwide success, Microsoft’s performance with the Xbox brand in Japan is an outlier for its historically poor sales numbers dating back to its 2001 debut. The purpose of this thesis is to unearth the various cultural distinctions inherent to the Japanese gaming industry that Microsoft must consider to gain a stronger foothold in the country, as well as diagnose the biggest issues facing Xbox with Japanese consumers. To accomplish this, several cultural frameworks were used to assess the differences between …
When Virtual Spaces Meet The Limitations Of Traditional Sport: Gender Stereotyping In Nba2k, Lindsey Darvin, Ceyda Mumcu, Ann Pegoraro
When Virtual Spaces Meet The Limitations Of Traditional Sport: Gender Stereotyping In Nba2k, Lindsey Darvin, Ceyda Mumcu, Ann Pegoraro
Sport Management Faculty Publications
Video games have continued to increase in popularity. While the growth has been substantial, representation and acceptance of women throughout gaming environments, including those with traditional sport influences such as NBA2K, a basketball simulation game, have been lacking. Recently however, the NBA2K franchise added Women’s National Basketball Association (WNBA) player avatars to the NBA2K20 game. While this recent inclusion of WNBA avatars may be a great step in improving upon the concerning state of inclusion and representation of women throughout gaming, the reactions to and receptions of this change have not been fully explored. As a result, the current investigation, …
The Practical Applications Of Video Games Beyond Entertainment, Jack Martin
The Practical Applications Of Video Games Beyond Entertainment, Jack Martin
School of Professional Studies
Much of the attention directed toward video games is focused on their role as entertainment. However, researchers have found that video games can have other, more practical uses for society. This thesis is designed to examine three specific examples of the practical applications of video games: video games in education, video games as accessible technology, and the social uses of video games. This project is based on pre-existing research conducted by professionals studying the aforementioned subtopics. Anecdotal stories from educators, people with disabilities, and developers are also discussed. The thesis explores specific examples of video games being used practically, and …
Blockchain Technology And The Future Of Video Games, Is Presence Still Relevant?, Stef Nicovich, Jessica Scheld
Blockchain Technology And The Future Of Video Games, Is Presence Still Relevant?, Stef Nicovich, Jessica Scheld
Atlantic Marketing Journal
BlockChain technology has grown exponentially over the last several decades. Early on, cryptocurrency presented a substitute for hard currency as a way to purchase goods and services. Recently, cryptocurrency has entered the video game world. How cryptocurrency, which has value outside of a video game, may impact the virtual reality world, is an open question. Presence, or the state of being in an environment, will be affected by the ability to escape within video games as cryptocurrencies are used. As video games often provide a place to escape the real world, bringing the real world into the game may have …
Color And Color Placement Effects On Purchase Intent Of Loot Boxes In Video Games, Mackenzie Bland
Color And Color Placement Effects On Purchase Intent Of Loot Boxes In Video Games, Mackenzie Bland
Honors Undergraduate Theses
Research on the effects of color associations in gambling situations has especially come to the forefront in recent times with the rise of casinos and other sales techniques in which consumers do not know the outcome of their purchases. Loot boxes are a unique form of micro-transactions in video games where players are uncertain about the objects they will receive with their monetary purchase. The aim of this study is to explore the effects of color and color placement in ads on loot box purchase intent. It will contribute to research about color perception in marketing and will, more specifically, …
Building Momentum For Collectivity In The Digital Games Community, Johanna Weststar, Marie-Josee Legault
Building Momentum For Collectivity In The Digital Games Community, Johanna Weststar, Marie-Josee Legault
Management and Organizational Studies Publications
Studies of digital game labor have tended to document problems in the working lives of developers while devoting relatively limited attention to solutions, or to collective representation as a step toward solutions. An increasing number of game developers are dissatisfied with their working conditions, and dissatisfaction is a necessary condition for workers to engage in collective action to gain the representational power needed to achieve change in the workplace. Noting that the landscape of collective mobilization in the game industry has not yet been systematically mapped, this article documents collective actions over the past five decades, and asks, “Are the …
Gamer Resistance To Marketization Of Play, Jacob C. Almaguer
Gamer Resistance To Marketization Of Play, Jacob C. Almaguer
Markets, Globalization & Development Review
Video games provide an important context to understand the role of markets in a virtual space. Particularly, consumerism has appeared to have transferred from actual reality in the virtual reality in video games. For instance, growth in use of microtransactions by companies enable consumers to exchange real currency for in-game currency. Thus, the distinction between reality and fiction appears to be blurring. This may be problematic given the hegemony of AAA video game developers (Triple-A games are those with very high development and promotion budgets), commonality of neoliberal appeals in video games, and the potential influence that video games can …
The Unfree Space Of Play: Emergence And Control In The Videogame And The Platform, Logan Brown
The Unfree Space Of Play: Emergence And Control In The Videogame And The Platform, Logan Brown
Markets, Globalization & Development Review
This article attempts to understand the economic and informatic ramifications of the convergence between increasingly connective games and massive online platforms by considering recent trends in both that center around designing for emergence. Scholarship on emergence as a property of games overwhelmingly treats emergent design as a liberating force that privileges player agency in a virtual space. Yet, as games fuse with surrounding platform ecosystems like Steam, Facebook, and Google, those emergent behaviors are subject to vast systems of inscription that analyze user behavior in order to reshape the free space of emergence and extract greater social and financial capital. …
Video Gaming As A Gendered Pursuit, Jenna M. Drenten, Robert L. Harrison, Nicholas J. Pendarvis
Video Gaming As A Gendered Pursuit, Jenna M. Drenten, Robert L. Harrison, Nicholas J. Pendarvis
School of Business: Faculty Publications and Other Works
As video game technology has evolved, so too has the gendered nature of the video gaming subculture. This chapter characterizes the broad cultural context of gaming and the shifting social patterns of gendered game play. By reviewing existing research at the intersection of gender, gaming, and consumption, we identify three primary research opportunities to build upon existing research: understanding consumers’ lived experiences in the gendered gaming subculture, exploring the gendered gaming marketplace (e.g., shopping, advertising), and investigating the systemic, structural, and cultural underpinnings of gaming. Existing research in the field is not exhaustive nor complete; rather, opportunities for research identify …
Women's Experiences On The Path To A Career In Game Development, Johanna Weststar, Marie-Josee Legault
Women's Experiences On The Path To A Career In Game Development, Johanna Weststar, Marie-Josee Legault
Management and Organizational Studies Publications
This chapter seeks to identify whether there is a dominant, presupposed career pipeline to a career in game development and then looks for women and women’s experiences at each stage of that pipeline. It concludes that a dominant pipeline does exist and that this pathway both disadvantages women who attempt it and marginalizes other pathways. Along the way women deal with obstacles that can delegitimize their choices and experiences and/or make the assumed pathway inhospitable. This chapter relies on published literature as well as data from the 2014 and 2015 Developer Satisfaction Surveys (DSS) conducted by the International Game Developers …
Good Game, Greyory Blake
Good Game, Greyory Blake
Theses and Dissertations
This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …
Comparing The Professionalization Of Pro Gamblers And Pro Video Game Players, Mark R. Johnson
Comparing The Professionalization Of Pro Gamblers And Pro Video Game Players, Mark R. Johnson
Occasional Papers
This paper explores the lives and practices of professional gamblers and professional video game players. Although both sets of individuals earn their incomes through games and other broadly “playful” practices, the work identifies four significant differences in their careers and what the “everyday” of these individuals looks like. Firstly, in terms of the nature of “skill” required to progress in these careers, and how these players reflect on and understand their own skill; secondly, the role of money and “money management” in their lives, and the different rhythms of financial gain, and potentially loss; thirdly, the observation that whereas almost …
Nick Dyer-Witheford And Greig De Peuter, Games Of Empire: Global Capitalism And Video Games (2009), Ian Reyes
Nick Dyer-Witheford And Greig De Peuter, Games Of Empire: Global Capitalism And Video Games (2009), Ian Reyes
Markets, Globalization & Development Review
No abstract provided.
The Future Of Gambling Spaces: Esports And The World Of Competitive Video Gaming, Brett Abarbanel, Bryce Blum, Chris Grove, Carson Knuth, Seth Schorr, Rahul Sood
The Future Of Gambling Spaces: Esports And The World Of Competitive Video Gaming, Brett Abarbanel, Bryce Blum, Chris Grove, Carson Knuth, Seth Schorr, Rahul Sood
International Conference on Gambling & Risk Taking
eSports, or competitive video gaming, are a rapidly developing segment of sport and gaming. eSports are a unique cultural and economic phenomenon, and only recently is this nascent industry garnering substantial attention from gambling operators, regulators, and researchers. In 2015, an estimated quarter of a billion dollars will be wagered on eSports, a number projected to grow to $23 billion by 2020 (Eilers Research, 2015).
This panel presentation will provide a general overview of eSports, including some background on the industry, a description of the market and general business model, information about the gambling opportunities within eSports, sponsorship opportunities and …
Investigating Virtual Worlds, Patricia D. Sobczak
Investigating Virtual Worlds, Patricia D. Sobczak
VCU Libraries Faculty and Staff Presentations
The global phenomena of online gaming engages millions of people, some playing over 45 hours a week - the equivalent of a second full-time job. Our children are logging over 10,000 hours of gaming time before they are 21 years old; the equivalent of the time children spend in formal classrooms from grades five through 12. Players in one of the most popular online games have logged over 5.3 million years of play time since 2004.
These statistics show that virtual worlds, including online games, have become an important component of modern culture, but their impact on society has yet …
Women & Video Games, Johanna Weststar, Marie-Josee Legault
Women & Video Games, Johanna Weststar, Marie-Josee Legault
Management and Organizational Studies Presentations
This is a presentation that was given as part of the Industry Panel on Women`s Experiences in the Screen-Based Industries at the International CRIMT conference on Union Futures in Montreal, Quebec Oct 25-27, 2012
A Polyphonic Approach To The 'Dark Side' Of Making Video Games, Johanna Weststar, Amanda Pettica-Harris, Steve Mckenna
A Polyphonic Approach To The 'Dark Side' Of Making Video Games, Johanna Weststar, Amanda Pettica-Harris, Steve Mckenna
Management and Organizational Studies Publications
This paper considers the video game industry and how it is represented through social media blogs and tweets. It aims to disentangle the polyphony of voices communicating through different stories about what it means to work in the gaming industry. The multiple voices found within the blogs and tweets weave a complex and contested narrative about the carnivalesque way in which video games are made, poignantly illustrating the good, the bad, and the ugly. Using the work of the Russian literary theorist and philosopher, Mikhail Bakhtin (1984, 1993), and particularly his notions of monologic and dialogic stories and narratives (McKenna, …