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result(s) for
"Video games industry"
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Inside the e-sports industry
by
Mooney, Carla, 1970- author
in
Video games Juvenile literature.
,
Video games industry Juvenile literature.
,
Video games.
2018
\"Explores the E-Sports industry, focusing on professional leagues, rules and regulations, advertising and media rights involved with gaming. Includes glossary, index, and bibliography for further reading\"-- Provided by publisher.
Not All Fun and Games
by
Legault, Marie-Josée
,
Weststar, Johanna
in
Political Science
,
POLITICAL SCIENCE / Labor & Industrial Relations
,
Video games industry
2024
Motivated by the goal of understanding the labour conditions of workers in the videogame industry and their participatory power to create decent work, Not All Fun and Games is a critical examination of a global entertainment juggernaut with revenues that top film, television, and music production combined. Jobs in the industry are heralded as the vanguard of the new economy, governments offer lucrative tax credits to lure game studios to their regions, and game developers often express commitment and passion for their work. Yet, the industry is also known for its toxic workplaces. To understand these disparities and gain insight into twenty-first-century labour conditions, Marie-Josée Legault and Johanna Weststar have carried out a comprehensive mixed-methods study of the North American industry over the past fifteen years. They combine detailed survey data from thousands of game developers with over one hundred qualitative interviews to systematically reveal labour issues such as precarity, lack of workforce diversity, unpredictable schedules, unpaid overtime, low unionization rates, worker burnout, and significant pay inequality. Updating the theoretical concept of citizenship at work, the authors connect these labour issues to a fundamental lack of voice and representation in the workplace. They determine that videogame workers and others in contemporary project-based work environments lack agency in regulating their work and lack fundamental protections. Not All Fun and Games comprehensively documents conditions in the North American industry and highlights ways to counter workers' lack of voice and representation in their workplaces to better create healthy, equitable, and inclusive workplaces.
Hollywood gamers : digital convergence in the film and video game industries
2010
For years, major film studios have licensed products related to their
most popular films; video game spin-offs have become an important part of these
licensing practices. Where blockbuster films are concerned, the video game release
has become the rule rather than the exception. In Hollywood Gamers, Robert Alan
Brookey explores the business conditions and technological developments that have
facilitated the convergence of the film and video game industries. Brookey treats
video games as rhetorical texts and critically examines several games to determine
how specific industrial conditions are manifest in game design. Among the games (and
films) discussed are Lord of the Rings, The Godfather, Spider-Man, and Iron
Man.
The evolution and social impact of video game economics
2017,2020
Today, consumers of video games spend over 22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer.
Blood, sweat, and pixels : the triumphant, turbulent stories behind how video games are made
\"You've got your dream job--making video games. You have a great project, great designs, and clever controls. One morning, you get a call from your producer. Turns out that wall-jumping trick won't work because the artists don't have time to design a separate animation just for the plumber to move that way. Also, your lead designer keeps micromanaging the programmers, which is driving them crazy. Your E3 demo is due in two weeks, and you know there's no way you can get it done in less than four. You'll have to cut out some of the game's biggest features just to hit your deadlines. And suddenly the investor is asking if maybe you can slash that $10 million budget down to $8 million, even if you have to fire a few people to make it happen? Welcome to video game development. In his years covering the industry, Jason Schreier has often heard developers say that any game actually released is a miracle. In Blood, Sweat, and Pixels, Schreier takes you behind the scenes of some of the biggest recent games to share never-before-told stories of the struggles and failures the development teams faced along the way. His reputation for great storytelling and fly-on-the-wall detail will provide readers with the clearest picture yet of what actually goes on behind the scenes. Each chapter will cover a different game, from major studios with nine-figure budgets to indie games with half a dozen people on their teams. The chapters will also focus on a variety of subjects in the process, from building the basics to adjusting for fan reaction post-launch. Blood, Sweat, and Pixels will give readers an unparallelled inside look at one of the biggest entertainment industries in the world\"-- Provided by publisher.
Cooperative Gaming
by
Cole, Alayna
,
Zammit, Jessica
in
company culture
,
Computer games industry -- Social aspects
,
Computer Graphics & Visualization
2021,2020
Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice around being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience.
Entry into platform-based markets
2012
This paper examines the relative importance of platform quality, indirect network effects, and consumer expectations on the success of entrants in platform-based markets. We develop a theoretical model and find that an entrant's success depends on the strength of indirect network effects and on the consumers' discount factor for future applications. We then illustrate the model's applicability by examining Xbox's entry into the video game industry. We find that Xbox had a small quality advantage over the incumbent, PlayStation 2, and the strength of indirect network effects and the consumers' discount factor, while statistically significant, fall in the region where PlayStation 2' s position is unsustainable.
Journal Article