55 research outputs found
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games
With a recent rise of the video game industry, this type of entertainment medium is ever-more present in our culture. Nowadays, it is almost impossible to look at emerging indus-tries and not consider the video game industry as one of the top contenders in the enter-tainment sector, due to its rapid growth in the last decade. This dissertation aims at provid-ing an overview of this growth and, at the same time, add important context to the indus-try, its evolution and major players. On the other hand, I will also demonstrate some com-mon representations of video games, their benefits, and their impact on modern culture.
In addition to that, I provide a case analysis with a unique video game from a popular franchise (Assassin’s Creed Origins) that uses one of its game modes as a tool for educa-tion. I will also explore examples of gamification and other video games’ related benefits that could prove crucial in the near future. Furthermore, this thesis will also focus on the future of video games and how their success has launched new and exciting careers in the industry. Finally, I will address the impact of the COVID-19 pandemic on the entertain-ment sector, and more precisely on the video game industry.Com o recente crescimento da indĂşstria dos videojogos, este tipo de meio de entretenimento está cada vez mais presente na nossa cultura. Hoje em dia, Ă© quase impossĂvel olhar para as indĂşstrias emergentes e nĂŁo considerar a indĂşstria dos videojogos como um dos principais concorrentes no sector do entretenimento, devido ao seu rápido crescimento na Ăşltima dĂ©cada. Esta dissertação pretende fornecer uma visĂŁo geral deste crescimento e, ao mesmo tempo, acrescentar importantes contextos Ă indĂşstria, Ă sua evolução e aos principais intervenientes. Por outro lado, irei tambĂ©m demonstrar algumas representações comuns dos videojogos, os seus benefĂcios, e o seu impacto na cultura moderna.
Seguidamente, apresento tambĂ©m uma análise de caso com um videojogo Ăşnico de uma franchise popular (Assassin's Creed Origins) que utiliza um dos seus modos de jogo como uma ferramenta de educação. Vou tambĂ©m explorar exemplos de gamificação e outros benefĂcios relacionados com videojogos que poderĂŁo revelar-se cruciais num futuro prĂłximo. Para alĂ©m disso, esta tese centrar-se-á tambĂ©m no futuro dos videojogos e na forma como o seu sucesso lançou novas e excitantes carreiras na indĂşstria. Finalmente, abordarei o impacto da pandemia da COVID-19 no sector do entretenimento, e mais precisamente na indĂşstria dos videojogos
The Seoul Olympic Games and Korean society : causes, context and consequences
The overall aim of the research project is to investigate the alms and the
consequences of the 1988 Seoul Olympic Games. The Seoul Olympics took place over
twenty years ago, and the event has had a significant impact on South Korean society
which is best explained by reference to theories of globalization and mega events. The
project uses qualitative methods and a variety of data sources to evaluate the domestic
impact of the Games in relation to culture, politics, sport, and economics.
The analysis is contextualised within an understanding of Korean history with
specific reference to Japanese colonialism and relations between North and South Korea.
Particular attention is paid to the decision by most of the Communist bloc to participate
in the Seoul Olympics, despite a North Korean boycott. The thesis also examines the
reasons that lay behind Seoul wiuning the right to host the Games, as well as the postGames
consequences, both of which are addressed using empirical data drawn from
interviews and documentary evidence.
Having addressed the evidence within the context of wider sociological debate
concerning globalisation, the thesis concludes that South Korea's political, economic,
cultural and sporting interests were well served by the Seoul Olympic Games, and that
hosting a mega-event of this scale helped to accelerate South Korea's modernisation
process and its emergence on the global stage
P2P and the Future of Private Copying
Since the beginning of the P2P file-sharing controversy, commentators have discussed the radical expansion of copyright law, the industry\u27s controversial enforcement tactics, the need for new legislative and business models, the changing social norms, and the evolving interplay of politics and market conditions. Although these discussions have delved into the many aspects of the controversy, none of them presents a big picture of the issues or explains how they fit within the larger file-sharing debate. Using a holistic approach, this Article brings together existing scholarship while offering some thoughts on the future of private copying. The Article does not seek to advance a new theory or model, which could quickly become obsolete, given the rapid advance of digital and P2P technologies. Rather, it provides guidelines to help policymakers to craft an effective solution to the unauthorized copying problem. This Article begins by examining the RIAA\u27s enforcement tactics, developments in copyright law in 2003, and possible challenges the entertainment industry will face in ensuing years. The Article then evaluates critically proposals commentators have put forward to solve the unauthorized copying problem: (1) mass licensing, (2) compulsory licensing, (3) voluntary collective licensing, (4) voluntary contribution, (5) technological protection, (6) copyright law revision, (7) administrative dispute resolution proceeding, and (8) alternative compensation. Acknowledging the provisional nature of these proposals, this Article contends that policymakers need to adopt a range of solutions that meet the needs of consumers while taking into account the Internet\u27s structural resistance to control, its immutable characteristics as a network, and the changing social norms in the digital copyright world. This Article concludes by challenging policymakers and commentators to step outside their mental boundaries to rethink the P2P file-sharing debate. By presenting thought experiments that compare the ongoing P2P file-sharing wars to (1) a battle for self-preservation between humans and machines, (2) an imaginary World War III, and (3) the conquest of Generation Y, this Article demonstrates that policymakers should not focus on legal solutions alone. Instead, they should pay more attention to market forces, technological architectures, and social norms, which also play very important roles in crafting an effective solution to the unauthorized copying problem. The Article concludes by offering some guidelines that may point the way to this solution
Digital Transformation
The amount of literature on Digital Transformation is staggering—and it keeps growing. Why, then,
come out with yet another such document? Moreover, any text aiming at explaining the Digital
Transformation by presenting a snapshot is going to become obsolete in a blink of an eye, most likely to
be already obsolete at the time it is first published.
The FDC Initiative on Digital Reality felt there is a need to look at the Digital Transformation from the
point of view of a profound change that is pervading the entire society—a change made possible by
technology and that keeps changing due to technology evolution opening new possibilities but is also a
change happening because it has strong economic reasons. The direction of this change is not easy to
predict because it is steered by a cultural evolution of society, an evolution that is happening in niches
and that may expand rapidly to larger constituencies and as rapidly may fade away. This creation,
selection by experimentation, adoption, and sudden disappearance, is what makes the whole scenario
so unpredictable and continuously changing.The amount of literature on Digital Transformation is staggering—and it keeps growing. Why, then,
come out with yet another such document? Moreover, any text aiming at explaining the Digital
Transformation by presenting a snapshot is going to become obsolete in a blink of an eye, most likely to
be already obsolete at the time it is first published.
The FDC Initiative on Digital Reality felt there is a need to look at the Digital Transformation from the
point of view of a profound change that is pervading the entire society—a change made possible by
technology and that keeps changing due to technology evolution opening new possibilities but is also a
change happening because it has strong economic reasons. The direction of this change is not easy to
predict because it is steered by a cultural evolution of society, an evolution that is happening in niches
and that may expand rapidly to larger constituencies and as rapidly may fade away. This creation,
selection by experimentation, adoption, and sudden disappearance, is what makes the whole scenario
so unpredictable and continuously changing
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