Sökning: "Game industry"

Visar resultat 1 - 5 av 50 avhandlingar innehållade orden Game industry.

  1. 1. Being Local in a Global Industry : Game Localization from an Indie Game Development Perspective

    Författare :Marcus Toftedahl; Per Backlund; Henrik Engström; Olli Sotamaa; Högskolan i Skövde; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; game development; localization; game development process; indie games; GAME Research Group; GAME Research Group;

    Sammanfattning : During recent years a rise of small, independent game developers have become a large part of the global game industry. These indie developers are often distributing their games using digital distribution with a self-publishing business model. LÄS MER

  2. 2. Bringing Game Analytics to Indie Game Publishing : Method and Tool Support for Indie Mobile Game Publishing

    Författare :Yanhui Su; Per Backlund; Henrik Engström; Björn Johansson; Högskolan i Skövde; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; business intelligence; game analytics; metrics; indie game developer; marketing; revenue forecast; GAME Research Group; GAME Research Group;

    Sammanfattning : With the continuous development of the game industry, the research in the game field is also deepening. Many interdisciplinary knowledge areas and theories have been used to promote the development of the game industry. Business Intelligence (BI) has been applied in game development for game design and game optimization. LÄS MER

  3. 3. Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010

    Författare :Ulf Sandqvist; Lena Andersson-Skog; Eskil Ekstedt; Umeå universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Economic history; Business history; Sweden; Game industry; Game development; Digital games; Computer and video games; Industry Life Cycle; Creative destruction; Modularity.; Economic history; Ekonomisk historia; ekonomisk historia; Economic History;

    Sammanfattning : The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. LÄS MER

  4. 4. Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

    Författare :Mikolaj Dymek; Mats Engwall; Claes Gustafsson; Alf Rehn; Saara Taalas; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; video game industry; computer game industry; video games; computer games; cultural industries; media industries; cultural economy; game studies; literary theory; ludology; narratology; interactive cinema; simulational media; ergodic literature; cybertext; interactive narrative; business studies; industrial economy; hardcore gaming; casual gaming; subcultural industries; Industrial engineering and economy; Industriell teknik och ekonomi;

    Sammanfattning : The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. LÄS MER

  5. 5. Digital internationalization of SMEs : A phenomenon-based study on the video game industry

    Författare :Kevin Walther; Desirée Blankenburg Holm; David Sörhammar; Martin Johanson; Cecilia Lindh; Uppsala universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; digital internationalization; digital economy; video game industry; digital platforms; online community engagement; born global firms;

    Sammanfattning : Digital technologies, platforms, and infrastructure have changed how business is conducted in many industries. In particular, digital platforms have evolved as a facilitator of internationalization of small-and medium-sized enterprises (SMEs). LÄS MER