3,269 research outputs found

    Game Production Studies

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    Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs

    COVID-19 Booster Vaccine Acceptance in Ethnic Minority Individuals in the United Kingdom: a mixed-methods study using Protection Motivation Theory

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    Background: Uptake of the COVID-19 booster vaccine among ethnic minority individuals has been lower than in the general population. However, there is little research examining the psychosocial factors that contribute to COVID-19 booster vaccine hesitancy in this population.Aim: Our study aimed to determine which factors predicted COVID-19 vaccination intention in minority ethnic individuals in Middlesbrough, using Protection Motivation Theory (PMT) and COVID-19 conspiracy beliefs, in addition to demographic variables.Method: We used a mixed-methods approach. Quantitative data were collected using an online survey. Qualitative data were collected using semi-structured interviews. 64 minority ethnic individuals (33 females, 31 males; mage = 31.06, SD = 8.36) completed the survey assessing PMT constructs, COVID-19conspiracy beliefs and demographic factors. 42.2% had received the booster vaccine, 57.6% had not. 16 survey respondents were interviewed online to gain further insight into factors affecting booster vaccineacceptance.Results: Multiple regression analysis showed that perceived susceptibility to COVID-19 was a significant predictor of booster vaccination intention, with higher perceived susceptibility being associated with higher intention to get the booster. Additionally, COVID-19 conspiracy beliefs significantly predictedintention to get the booster vaccine, with higher conspiracy beliefs being associated with lower intention to get the booster dose. Thematic analysis of the interview data showed that barriers to COVID-19 booster vaccination included time constraints and a perceived lack of practical support in the event ofexperiencing side effects. Furthermore, there was a lack of confidence in the vaccine, with individuals seeing it as lacking sufficient research. Participants also spoke of medical mistrust due to historical events involving medical experimentation on minority ethnic individuals.Conclusion: PMT and conspiracy beliefs predict COVID-19 booster vaccination in minority ethnic individuals. To help increase vaccine uptake, community leaders need to be involved in addressing people’s concerns, misassumptions, and lack of confidence in COVID-19 vaccination

    The Localisation of Video Games

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    The present thesis is a study of the translation of video games with a particular emphasis on the Spanish-English language pair, although other languages are brought into play when they offer a clearer illustration of a particular point in the discussion. On the one hand, it offers a descriptive analysis of the video game industry understood as a global phenomenon in entertainment, with the aim of understanding the norms governing present game development and publishing practices. On the other hand, it discusses particular translation issues that seem to be unique to these entertainment products due to their multichannel and polysemiotic nature, in which verbal and nonverbal signs are intimately interconnected in search of maximum game interactivity. Although this research positions itself within the theoretical framework of Descriptive Translation Studies, it actually goes beyond the mere accounting of current processes to propose changes whenever professional practice seems to be unable to rid itself of old unsatisfactory habits. Of a multidisciplinary nature, the present thesis is greatly informed by various areas of knowledge such as audiovisual translation, software localisation, computer assisted translation and translation memory tools, comparative literature, and video game production and marketing, amongst others. The conclusions are an initial breakthrough in terms of research into this new area, challenging some of the basic tenets current in translation studies thanks to its multidisciplinary approach, and its solid grounding on current game localisation industry practice. The results can be useful in order to boost professional quality and to promote the training of translators in video game localisation in higher education centres.Open Acces

    2023/2024 University of the Pacific Graduate Catalog

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    2022/2023 University of the Pacific Stockton Graduate Catalog

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    Who is more eager to use Gamification in Economic Disciplines? Comparison of Students and Educators

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    Background: In this paper, the focus is on the application of digital and mobile technologies as supporting tools for the implementation of gamification in the field of education of future economists. Objectives: The paper\u27s main objective is to explore whether educators and students are motivated and willing to apply additional technologies as main gamification components in their work and education. Moreover, the paper aims to assess how their more comprehensive application affects the quality of teaching, work flexibility, new learning opportunities, and outcomes. Methods/Approach: The survey method was used to collect answers from educators and students primarily interested in accounting, finance, trade and tourism from higher and secondary education institutions in Croatia, Poland, Serbia and Germany. Afterwards, the responses were compared using statistical methods. Results: Research results confirm that educators and students are willing to use gamification in teaching. Still, they also expressed the need for better administrative support in using particular e-learning tools. Surprisingly, educators are more eager to use gamification in their work than students. Conclusions: The study\u27s general conclusion is that educators and students are both aware of the advantages of using e-learning tools provided through digital and mobile technologies and are eager to implement more gamification in the teaching process. However, continuous education in applying new digital technologies is needed on both sides

    2021/2022 University of the Pacific Stockton Graduate Catalog

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    Localization in educational mobile games: Multiple case studies of educational mobile games in the emerging market, Vietnam

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    The thesis studies the localization/globalization of educational mobile games in emerging markets, particularly Vietnam. In detail, the thesis investigates how an educational mobile game company balances their localization strategy in the pressure of Global Integration-Local Responsiveness (GI-LR), the drivers behind the localization choice and level, and how players react to the strategy. The study reviews and summaries literature review related to GI-LR for MNEs and localization strategy for born-globals and suggests a framework for educational mobile game companies. The literature review indicated that while born-globals try to standardize their products, due to external and internal drivers, they have to adapt to local responsiveness on some levels. The suggested framework indicated that there are three levels of localization for educational game companies: simple, complex, and blending; besides standardization strategy. The thesis focuses on external drivers such as cultural differences and customer demands and studies how this affects the localization level of each game company. The thesis employs multiple case studies to compare different educational game companies that have different localization levels and serve different customer demands. The data collected from both America and Vietnam reviews similarities and differences in how users of each region perceive the games, react to the localization level of the games and suggest game improvements. The study figured out that cultural differences, especially language, and customer demands can change the level of localization of educational game companies. The level of localization can extend to one or several elements of the game. Users from Vietnam noticed some limitations of local language courses and suggested having their local language to be able to understand some games. In the context of emerging markets which have diverse culture and demands, educational game companies should do intense market research in advance to check whether they need to alter the localization level, reducing or raising the total cost of expanding to emerging markets

    Content Creation in the Digital Economy: A Comprehensive Exploration and Investigation of Work Environment and Content Creators’ Behaviours

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    With the emergence and rapid spread of digital technologies, the world is undergoing a profound transformation. The digital economy that has evolved as a result has fundamentally changed and impacted every aspect of society and business, and it will undoubtedly change and reshape employment and work from various perspectives as well. Flexibility and autonomy have always been the strong attraction that the digital economy provides to workers, but behind this hidden truth is the strict control of platforms and algorithms. This thesis seeks to further deepen the understanding of working in the digital economy through a series of studies ranging from the broad to the specific, especially on the work of a particular group of content creators. This thesis contains four studies. Study 1 is a review paper that attempts to clarify the distinction between different concepts from the digital economy on a macro level. Studies 2-4 turn the perspective to a particular group of workers in the digital economy, the content creators. Study 2 uses two quantitative studies to theorise the characteristics of working on content creative platforms by developing a typology of these platforms. The third study was a systematic review to explore the power imbalance between platform algorithms and creators in content creative platforms. The fourth study employs a quantitative study that explores the impact of the platform work environment on the creators' behaviour from an individual perspective. This series of studies makes important theoretical contributions to the field related to employment relations in the digital economy context, especially content creative platforms, from both macro and micro perspectives. In addition, this series of studies provides practical implications for content creators, platforms and policymakers

    Gaming innovation ecosystem : actors, roles and co-innovation processes

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    Burgeoning research on innovation ecosystems ofers a variety of conceptual approaches. Recent systematic literature reviews and syntheses provide a rich, diverse, but somehow abstract view of IEs. Our study advances the literature by tak ing the perspective of those involved in IEs. We aim to identify how various actors contribute to co-innovation in innovation ecosystems. In order to do so, our aim is to establish the various types of actors (who?), the distinct roles (what?), the diferent stages (when?), and the diverse engagement in co-innovation processes (how?). The study investigates the Polish Gaming Innovation Ecosystem as a globally successful example of a knowledge-intensive and highly creative innovation ecosystem. Data was collected over 3 years (between 2015 and 2017), in three waves of interviews (38) and non-participatory observations (5). We fnd that Gaming Innovation Eco system participants identify a total of 12 types of collective actors, 9 types of indi vidual actors, and 1 community of individuals. Furthermore, we fnd four distinctive roles that actors may play in the co-creation processes, that is: direct value creation, supporting value creation, encouraging entrepreneurship, and leadership. Finally, we structure the co-innovation process into fve stages: co-discovery, co-development, co-deployment, co-delivery and co-dissemination. We identify the diverse scope and varied intensity of actors’ engagement, depending on the co-innovation phase, as perceived by our informants
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