324 research outputs found

    The creative industries: the video game industry and its influence on society

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    Treball Final de Grau en Administraciรณ d'Empreses. Codi: AE1049. Curs 2019/2020The main objective of this essay is to analyse the creative industries, in particular the video game sector both outside and within Spain. The history of this industry is summarized in this work highlighting the most important events that have occurred. It is important to position these industries within each country to obtain the best advantages in the field of hardware and software development. The countries that occupy the top positions in the world rankings for video game consumption (USA, China and Japan) have been analysed together with Spain. This analysis includes their comparison regarding economic, strategic and social aspects.. To obtain the results, the revenue in the video game market of these countries along with the demographic profile of gamer and the legal situation of each region has been analysed. Furthermore, the essay also includes the study of their participation in two major streams of the sector: ESports and indie video games

    E-sports and video games as cultural ambassadors

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    ํ•™์œ„๋…ผ๋ฌธ(์„์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ตญ์ œ๋Œ€ํ•™์› ๊ตญ์ œํ•™๊ณผ(๊ตญ์ œํ†ต์ƒ์ „๊ณต), 2023. 2. Moon Woo-sik.This paper examines the Korean video game industry, its genesis, and its evolution. Surveys conducted by national agencies are used to draw a portrait of the industry as of 2021. It is found that Korean consumers mainly consume mobile and pc online games. Hence, after explaining the reasons behind this specific consumption pattern in Korea, this paper analyzes the profile of Korean consumers of mobile and PC games, followed by the analysis of the Korean internet cafรฉ: PC bang. The analysis of PC bang serves this paper for the last chapter of this paper, treating e-sports in Korea. From governmental efforts to promote e-sports in the country to the place Korea occupies in the e-sports scene and how e-sports is becoming an ambassador of the Korean culture to millions, if not billions in the near future, of e-sports and video games enthusiasts.๋ณธ ๋…ผ๋ฌธ์€ ํ•œ๊ตญ์˜ ๋น„๋””์˜ค ๊ฒŒ์ž„ ์‚ฐ์—…๊ณผ ๊ทธ ๊ธฐ์›, ๊ทธ๋ฆฌ๊ณ  ๊ทธ ์ง„ํ™”๋ฅผ ๊ณ ์ฐฐํ•œ๋‹ค. ๊ตญ๊ฐ€๊ธฐ๊ด€์ด ์‹ค์‹œํ•˜๋Š” ์„ค๋ฌธ์กฐ์‚ฌ๋Š” 2021๋…„ ๊ธฐ์ค€ ์‚ฐ์—…์˜ ์ดˆ์ƒํ™”๋ฅผ ๊ทธ๋ฆฌ๋Š” ๋ฐ ์‚ฌ์šฉ๋œ๋‹ค. ํ•œ๊ตญ ์†Œ๋น„์ž๋“ค์€ ์ฃผ๋กœ ๋ชจ๋ฐ”์ผ๊ณผ PC ์˜จ๋ผ์ธ ๊ฒŒ์ž„์„ ์†Œ๋น„ํ•˜๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ๋”ฐ๋ผ์„œ ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ด๋Ÿฌํ•œ ํ•œ๊ตญ์˜ ๊ตฌ์ฒด์ ์ธ ์†Œ๋น„ํŒจํ„ด์˜ ๋ฐฐ๊ฒฝ์„ ์„ค๋ช…ํ•œ ํ›„ ํ•œ๊ตญ์˜ ๋ชจ๋ฐ”์ผ ๋ฐ PC๊ฒŒ์ž„ ์†Œ๋น„์ž๋“ค์˜ ํ”„๋กœํ•„์„ ๋ถ„์„ํ•˜๊ณ  ์ด์–ด์„œ ํ•œ๊ตญ์˜ PC๋ฐฉ์— ๋Œ€ํ•œ ๋ถ„์„์„ ์ง„ํ–‰ํ•˜์˜€๋‹ค. PC๋ฐฉ์— ๋Œ€ํ•œ ๋ถ„์„์€ ๋ณธ ๋…ผ๋ฌธ์˜ ๋งˆ์ง€๋ง‰ ์žฅ์ธ ํ•œ๊ตญ์˜ e์Šคํฌ์ธ ๋ฅผ ๋‹ค๋ฃจ๋Š”๋ฐ ์˜๋ฏธ๊ฐ€ ์žˆ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์€ ๊ตญ๋‚ด e์Šคํฌ์ธ ๋ฅผ ์•Œ๋ฆฌ๊ธฐ ์œ„ํ•œ ์ •๋ถ€์˜ ๋…ธ๋ ฅ๋ถ€ํ„ฐ ํ•œ๊ตญ์ด e์Šคํฌ์ธ  ํ˜„์žฅ์—์„œ ์ฐจ์ง€ํ•˜๋Š” ์œ„์น˜๊นŒ์ง€, ์–ด๋–ป๊ฒŒ e์Šคํฌ์ธ ๊ฐ€ ๊ฐ€๊นŒ์šด ๋ฏธ๋ž˜์— ์ˆ˜์‹ญ์–ต์€ ์•„๋‹ˆ๋”๋ผ๋„ ์ˆ˜๋ฐฑ๋งŒ ๋ช…์˜ e์Šคํฌ์ธ  ๋ฐ ๋น„๋””์˜ค ๊ฒŒ์ž„ ๋งˆ๋‹ˆ์•„๋“ค์—๊ฒŒ ํ•œ๊ตญ ๋ฌธํ™”์˜ ํ™๋ณด๋Œ€์‚ฌ๊ฐ€ ๋˜๊ณ  ์žˆ๋Š”์ง€ ๋ถ„์„ํ•œ๋‹ค.CHAPTER 1. INTRODUCTION ๏ผ‘ 1.1. STUDY BACKGROUND 1 1.2. LITERATURE REVIEW 8 1.3 METHODOLOGY & PURPOSE OF RESEARCH 15 CHAPTER 2: VIDEO GAME INDUSTRY IN SOUTH KOREA 17 2.1: VIDEO GAMES 17 2.1.1: ARCADE AND CONSOLE GAMES 17 2.1.2 PC GAMES 22 2.1.3 MOBILE GAMES 29 2.2 PC BANGS 36 2.3 GAME PRODUCERS 40 CHAPTER 3: VIDEO GAMES AND CULTURE 44 3.1 JAPAN AND VIDEO GAMES 45 3.2 KOREA AND VIDEO GAMES 47 3.3 VIDEO GAMES AND TOURISM 50 CHAPTER 4: THE POTENTIAL OF E-SPORTS AND ITS IMPLICATION FOR KOREA 52 4.1 KOREA IN THE GLOBAL ESPORTS INDUSTRY 54 4.2 E-SPORT AS A CULTURAL WEAPON 58 CONCLUSION 68 BIBLIOGRAPHY 71 ONLINE JOURNALS 75 DATA SOURCE 77์„

    The sound of one chip clapping : Yamaha and FM synthesis

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    Includes bibliographical references (p. 29).Robert Johnstone

    The value chain in the Asian online gaming industry: a case study of Taiwan

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    This research examines the changing nature of the Asian online gaming industry and the position of Taiwan in the regional market. The evidence used was gathered through fieldwork conducted in Taiwan, Beijing and Shanghai from January to October in 2007. Firstly, it explores the situation from the perspective of political economy in order to understand the process of commodification, including production, marketing and distribution. The research establishes that the game industry operates within a highly competitive market requiring substantial investments. Since game production requires complex technological skills, there is a high capital cost, and the process is very time consuming. Today's online gaining business has segmented into different sectors with varying roles, i.e. developer, publisher, distributor and operator, controlled by different players in the business. The research shows that Asian game firms seek vertical synergies by expanding complex collaborative networks of production, marketing and operation in order to minimize costs and maximize profits. This implies that an international value chain has been established within the regional economy due to that the capacity of modern East Asian cities to accelerate the integration of the online gaming industry into regional economic activity. Secondly, online gaming overall is a popular form of interactive entertainment in the intra-Asian market. The key theories used to understand digital games are debated between narratology and ludology. However, neither is capable of providing an explanation for the Asian gaming culture. On further examination, certain types of game genres, 'wuxia' and 'cute' games, are found to have a particular appeal for Asian users. The wuxia genre is exclusively circulated in the greater Chinese cultural arena. The 'cute' game originates from the protagonists and themes of Japanese video games. This genre is well accepted by Asian users living in urban environments, and has become a force to unite city gainers in different Asian countries. Lastly, the thesis explores the unique position of Taiwan's game industry, which has been transformed from a test-bed for games aimed at the Chinese market into an intermediary between China and the rest of the world. Before 2002, Taiwan was regarded as a springboard for foreign firms wishing to enter the big Chinese market. Now, China's game industry has emerged and Chinese games have been exported to other Asian countries. Currently Taiwan is the biggest export market. The sophisticated features of the Taiwanese market mean that it can act as a stepping stone for Chinese game firms wishing to expand into wider regional and global markets

    Regulating Violence in Video Games: Virtually Everything

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    Video games: Changing the way we think of home entertainment

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    In this paper the various aspects of video games in modern day households will be discussed. According to marketing trends, video games will be extremely influential in the future of home entertainment, however not all gaming companies are able to understand the importance of this growing trend deep enough to make an effort in producing family-oriented1 video games [43, par. 2]. The need for more varied video games will be discussed in this paper and examples of successful family games will be used to solidify research conclusions. There are issues that are clearly holding the video gaming industry back from developing further faster. Among these are the inequalities in game design itself in terms of gender. Even though there are some games targeting females specifically, there are still not enough female-oriented games on the market in order to satisfy the growing demand. In order to determine the right path for video game designers to correctly satisfy the void in the market, materials on gender issues will be reviewed closely in this paper and suggestions on improvements will be provided. There are other issues that prevent video games from being fully accepted into everyday culture. The biggest one is the belief that violent video games lead to violent behavior in children. This argument will be examined from both sides of the issue and appropriate suggestions for game makers will be provided. If video games shall become the center of home entertainment, they will achieve better results if they are family-oriented vs. traditional, male oriented, games. The above could be accomplished by developing games that could be enjoyed by the whole family. Examples and suggestions will be given on how to do that, including marketing research and various usability techniques that could aid in better understanding and design of video games. Among other issues, the one of access (can users get the games?) and availability (are games available to users?) will be discussed. The reasons that prevent people from acquiring certain consoles range between the poor quality of games to the lack of broadband in some areas. These and other roadblocks will be discussed and the appropriate suggestions will be presented in order to fix the situation. Even though the world of video games is largely divided between computer (PC) games and console games, this paper will primarily focus on consoles. It will also illustrate various theories that support the notion of console games being the center of home entertainment as opposed to computer games. Overall, this paper will supply answers to some questions about video games but will also provide various suggestions on what needs to be implemented in order for video games to become more accepted worldwide. 1 Games that can be played by all members of the family, young and old, with different levels of game mastery, different tastes, and preferences. This would be straying away from traditional male dominated industry

    Paradigm shift : how the evolution of two generations of home consoles, arcades, and computers influenced American culture, 1985-1995.

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    As of 2016, unlike many popular media forms found here in the United States, video games possess a unique influence, one that gained its own a large widespread appeal, but also its own distinct cultural identity created by millions of fans both here stateside and across the planet. Yet, despite its significant contributions, outside of the gaming's arcade golden age of the early 1980s, the history of gaming post Atari shock goes rather unrepresented as many historians simply refuse to discuss the topic for trivial reasons thus leaving a rather noticeable gap within the overall history. One such important aspect not covered by the majority of the scholarship and the primary focus of thesis argues that the history of early modern video games in the North American market did not originate during the age of Atari in the 1970s and early 1980s. Instead, the real genesis of today's market and popular gaming culture began with the creation and establishment of the third and fourth generation of video games, which firmly solidified gaming as both a multi-billion dollar industry and as an accepted form of entertainment in the United States. This project focuses on the ten-year resurrection of the US video game industry from 1985 to 1995. Written as a case study, the project looks into the three main popular hardware mediums of the late 1980s and 1990s through a pseudo-business, cultural, and technological standpoint that ran parallel with the current events at the time. Through this evaluation of the home consoles, personal computers, and the coin operated arcade machines, gaming in America transformed itself from a perceived fad into a serious multi-billion dollar industry while at the same time, slowly gained popular acceptance. Furthermore, this study will examine the country's love-hate relationship with gaming by looking into reactions towards a Japanese-dominated market, the coming of popular computer gaming, the influence of the bit-wars, and the issue of violence that aided in the establishment of the Entertainment Software Rating Board (ESRB). In order to undertake such a massive endeavor, the project utilizes various sources that include newspapers, magazine articles, US government documents, scholarly articles, video game manuals, commercials, and popular websites to complete the work. Furthermore, another vital source came from firsthand experience playing several of these popular video games from across the decades in question, which include such consoles as the Nintendo Entertainment System, Super Nintendo, Genesis, home computer, and several notable arcade titles. The project's goal and its four main chapters serves as a historical viewpoint of towards neglected video game industry during the third and fourth generation of gaming and the influence it possess in the United States... 'Paradigm Shift...' examines the often-overlooked early modern history of video games from 1985-1995 and how they would go on to become a larger part of American culture. Each chapter attempts to explain the growing influence gaming has had via home console, computer, and arcades in the US market, and in turn show the origins of today's modern gaming market... The significance of 'Paradigm Shift...' comes down to one word, acceptance. Despite the controversy it generated before and during the ten critical years of its rebirth, what the gaming industry did right was breaking the notion that video games were simply a popular craze. Unlike the second generation that only fed this belief, the third and fourth generation of gaming proved this assumption wrong. With countless successful launches of influential games across the decade, video games slowly gained the acceptance of both gamers and non-gamers alike allowing gaming to ingrain itself within the American culture. By 1995, the foundation of both the modern gaming industry and culture came into existence, and it would only become greater as the years progressed thanks to the efforts of Nintendo, Sega, and countless other developers and licensees that kept video games from falling to the wayside during this period of growth and uncertainty
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