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In this interview by Yujia Yao, I talk about the current state of the Japanese gaming industry within its cultural and economic context. Interview questions include topics such as: the general decline of the Japanese game industry in... more
In the game industry, community managers engage in social and emotional labor as they split their loyalties between game communities and game companies. Community managers do not fully represent the interests of one group, and their... more
This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more
The goal of this article is to add a complementary perspective to the study of social network sites by surveying how the political economy of social media platforms relates to the structure of free-to-play games in their commodity form.... more
The computer game industry has flourished to become the world’s largest entertainment, one of the problem students playing with electronic games for long time without thinking about negative affections especially on their GPA. In this... more
Como citar esse relatório Relatório de pesquisa do II Censo da Indústria Brasileira de Jogos Digitais, conforme previsto na Licitação Lic 4/2018-PJ/914BRZ4013, financiada por meio do Acordo de Cooperação Técnica firmado entre o Ministério... more
A collaborative project that focuses on the mostly female Capcom Sound Team. The Japanese game development company Capcom (CAPsule COMputers), is known for some of the most popular action arcade games of the 80s and early 90s, including... more
Los juegos son una actividad estructurada que necesita de autores para crearlos. A lo largo de la historia la figura del autor ha sido totalmente desconocida por diferentes factores. Durante la antigüedad, los juegos eran propiedad de una... more
The aim of this book is to deconstruct, theorize and critique the development and circulation of console games. With the launch of the Xbox 360 (2005) and the Playstation 3 (2006), the advent of the seventh console cycle afforded a new... more
The international success of Japanese game design provides an example of the invisibility of female game composers, as well as of gendered identification in game music production and sound design. Yoko Shimomura, the female composer who... more
The international success of Japanese game design provides an example of the invisibility of female game composers, as well as of gendered identification in game music production and sound design. Yoko Shimomura, the female composer who... more
The concept of emergence--that a certain thing may emerge from several distinct (and not necessarily related) parts, which is different, larger in scope, and mostly originally unintended or expected--exists in many fields such as... more
This paper will contextualize the occupational ideology of game journalism by providing a brief introduction to the political economy of game publications. The role of various industry actors (e.g. game publishers, PR agents and brand... more
Within the video game development aspect, rejecting financial support from any publisher to keep up freedom against mainstream conglomerates named as “Independent video game” even though its definition is open to interpretations. This... more
We seek proposals for manuscripts of 6,000-8,000 words (25-33 double-spaced pages, including references and notes) that attend to the intersection of games and technical communication. See CFP for full description
This book is a collection of research and concept papers developed as a result of the Games and Innovation (GaIn) and Games Industry Innovation Processes (GIIP) research projects. The GaIn research project (January 2009-March 2011) was... more
The talk focuses on describing how the utopian impulse manifests itself in both the game industry and design as well as video games--specifically the genres of the video game utopia and dystopia (and their sub-genres). It will illuminate... more
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and... more
2019 marked ten years since the publication of Nick Dyer-Witheford and Greig de Peuter's Games of Empire, which has become a seminal book in videogame cultural criticism. Ten years later, there is still a pressing need for cultural and... more
Consisting of several high profile cases of harassment and threats against female game developers, the ongoing Gamergate controversy has resulted in widespread popular media discussions around the roles and representations of women in the... more
The creative industry is a fast developing sector of economy in many countries. Growing competition in this area has led many companies to implement strategy of users' involvement in product development in order to deliver products that... more
W dniach 17–20 października 2016 roku pracownicy Wydziału Zarządzania przeprowadzili warsztaty z zakresu kreatywności, innowacyjności i przedsiębiorczości w Narodowym Uniwersytecie Technicznym w Chersoniu w Ukrainie. Beneficjentami... more
The aim of this thesis is to identify different types of investors, their goals and what kind of impact they can have in video game development. To achieve this, I used relevant books, web articles, data, and charts to show the impact of... more
Katsaus käsittelee lisenssitoimintaa lautapelisuunnittelun näkökulmasta. Lisenssitoiminta viittaa tässä kirjoituksessa lelu- ja peliteollisuuteen liittyviin käytäntöihin, joissa lisenssinhaltija (licensor) luovuttaa lisensoijalle... more
Video game voice acting does not rank among the core roles of video game production, yet actors in leading roles sometimes achieve wide recognition despite their contingent employment. In this article, we explore the role of voice actors... more
This chapter provides an overview of the Japanese video game industry (published in Wolf's _Video Games Around the World_). Sections include Sections in this chapter include: • Challenges to Studying Computer Games in Japan • Who Plays... more
This book is an adaptation of the Games and Innovation (GaIn) and Games Industry Innovation Processes (GIIP) projects combined research report: Kultima, A. & Alha, K. (Eds.) The Changing Faces of Game Innovation. GaIn and GIIP Research... more
In this article, we explore the findings of the Games Industry Innovation Processes (GIIP) project. In this study seven Finnish game companies were asked to describe their innovation processes from the point of view of everyday... more
Resumo-As grandes produções da indústria dos jogos digitais exige grandes equipes interdisciplinares, e as funções de cada profissional tendem a ser mais específicas conforme a dimensão do projeto aumenta. Uma das funções entre os... more
Amer-yhtymä teki lyhytkestoisen ekskursion pelialan julkaisutoimintaan vuosina 1984–1986. Sen perustama tytäryhtiö Amersoft oli ensimmäinen suomalainen yritys, joka pyrki laajamittaisesti julkaisemaan kotimaisia tietokonepelejä.... more
Artikkeli käsittelee lautapelisuunnittelua suunnittelijoiden näkökulmasta, pelikustantajan hiljaisen tiedon pelikentällä. Lautapelien suunnitteluprosessi pohjautuu osittain yleisiin suunnittelumetodeihin, toisaalta aiemmin saavutettuun –... more