Sökning: "video game industry"
Visar resultat 6 - 10 av 11 avhandlingar innehållade orden video game industry.
6. Creating Player Appeal. Management of Technological Innovation and Changing Pattern of Industrial Leadership in the U.S. Gaming Machine Manufacturing industry, 1965-2005
Sammanfattning : The gaming machine market has been growing rapidly in the U.S. for the last three decades, following a period of deregulation and an increasing share of gaming machines on casino floors. LÄS MER
7. Video based analysis and visualization of human action
Sammanfattning : Analyzing human motion is important in a number of ways. An athlete constantly needs to evaluate minute details about his or her motion pattern. In physical rehabilitation, the doctor needs to evaluate how well a patient is rehabilitating from injuries. Some systems are being developed in order to identify people only based on their gait. LÄS MER
8. Predictive Psychological Player Profiling
Sammanfattning : Video games have become the largest portion of the entertainment industry and everyday life of millions of players around the world. Considering games as cultural artifacts, it seems imperative to study both games and players to understand underlying psychological and behavioral implications of interacting with this medium, especially since video games are rich domains for occurrence of rich affective experiences annotated by and measurable via in-game behavior. LÄS MER
9. The Non-Player Character : Exploring the believability of NPC presentation and behavior
Sammanfattning : Over the last few decades there has been immense growth in the video game industry, and we have seen great improvements in both graphics and audio. Unfortunately, the development of artificial intelligence (AI) and non-player characters (NPCs) has not proceeded at the same pace. LÄS MER
10. Who is the Active Consumer? : Insight into Contemporary Innovation and Marketing Practices
Sammanfattning : There are consumers who engage in innovation and who cocreate value together with other consumers, and with producers, in relation to products. This thesis has the purpose of exploring the nature of this ‘active consumer’ from a firm perspective, and thereby providing an answer to the thesis-level research question: ‘What are the implications of the active consumer on innovation and marketing practices?’ Four papers, drawing on research in the fields of consumer innovation and value cocreation, are presented that contain findings about the knowledge of the active consumer (Paper I), support (Paper II) and management (Paper III) of the active consumer, and challenges with the active consumer (Paper IV). LÄS MER