The ratings game: Cyberspace may yet fall victim to the electronic blue pencil
In: Index on censorship, Volume 27, Issue 2, p. 188-193
ISSN: 1746-6067
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In: Index on censorship, Volume 27, Issue 2, p. 188-193
ISSN: 1746-6067
In: Journal of broadcasting & electronic media: an official publication of the Broadcast Education Association, Volume 68, Issue 2, p. 243-261
ISSN: 1550-6878
In: Routledge studies in innovation, organization and technology 24
1. This is not a software industry / Casey O'Donnell -- 2. Video games : a subcultural industry / Mikolaj Dymek -- 3. Marketing of video games / Peter Zackariasson and Timothy L. Wilson -- 4. An exploration of the mobile gaming ecosystem from developers' perspective / Claudio Feijoo -- 5. The North American game industry / Casey O'Donnell -- 6. The UK and Irish game industries / Aphra Kerr -- 7. The development of the Swedish game industry : a true success story? / Ulf Sandqvist -- 8. Console hardware : the development of Nintendo Wii / Mirko Ernkvist -- 9. "Warm and stuffy" : the ecological impact of electronic games / Richard Maxwell and Toby Miller -- 10. Gamification as the post-modern phalanstere : is the gamification playing with us or are we playing with gamification? / Flavio Escribano -- 11. The evolving European video games software ecosystem / Giuditta De Prato, Sven Lindmark and Jean-Paul Simon -- 12. Through the looking glass sharply / Timothy L. Wilson and Peter Zackariasson.
In: Media and Communication, Volume 9, Issue 1, p. 73-83
The article explores the limitations of the current scholarly game studies (GS) field. Its central presuppositions are (1) that there are certain attributes broadly understood as "GS" by those writing in or adjacent to the field; (2) that those attributes are historically rooted in an attempt to disassociate videogames from other types of electronic (and later - digital) media; and that (3) the preconditions that have led to this split are currently moot. In the first section of this article, I elaborate on these presuppositions through reading GS as a historically rooted field, centred around the videogame artefact. Following, by examining the notion of being 'against' something in academic work, I move to my central claim for the article: that maintaining this conception of GS is counterproductive to the state of contemporary videogames scholarship and that adopting a post-dualistic and post-humanities stance will greatly contribute to the broadening of the field. I break down this claim into three separate threads. Ontologically, I show that videogames are much closer to non-videogames than they used to be. Methodologically, I point out how re-integrating methodologies from outside the field is crucial to address the complex phenomena evolved in and around gaming. Politically, I highlight the importance of games in contemporary digital culture and show how boundary-work and gatekeeping might harm the attempt to make game scholarship engage with larger political issues. The article concludes with suggestions for a more inclusive and intermingled vision for the field, focusing on the notion of play rather than games.
In: Routledge Studies in Innovation, Organizations and Technology Ser.
Front Cover -- The Video Game Industry -- Copyright Page -- Contents -- List of Figures -- List of Tables -- Acknowledgments -- Introduction: Peter Zackariasson and Timothy L. Wilson -- Part I: The Nature of the Industry -- 1. This Is Not a Software Industry: Casey O'Donnell -- 2. Video Games: A Subcultural Industry: Mikolaj Dymek -- 3. Marketing of Video Games: Peter Zackariasson and Timothy L. Wilson -- 4. An Exploration of the Mobile Gaming Ecosystem from Developers' Perspective: Claudio Feijoó -- Part II: Geographical Comparisons -- 5. The North American Game Industry: Casey O'Donnell -- 6. The UK and Irish Game Industries: Aphra Kerr -- 7. The Development of the Swedish Game Industry: A True Success Story?: Ulf Sandqvist -- Part III: Effects of the Industry -- 8. Console Hardware: The Development of Nintendo Wii: Mirko Ernkvist -- 9. "Warm and Stuffy": The Ecological Impact of Electronic Games: Richard Maxwell and Toby Miller -- 10. Gamification as the Post-Modern Phalanstère: Is the Gamification Playing with Us or Are We Playing with Gamification?: Flavio Escribano -- Part IV: The Future -- 11. The Evolving European Video Game Software Ecosystem: Giuditta De Prato, Sven Lindmark and Jean-Paul Simon -- 12. Through the Looking Glass Sharply: Timothy L. Wilson and Peter Zackariasson -- Notes on Contributors -- Index.
Frontmatter -- Antitrust Avoidance by IPO -- What Are Market Oversight Games? -- Some Examples in Real Time -- Points of Departure for Analysis -- Matching Pennies -- Market Oversight Games Complex -- A Lesson from Pac-Man -- Dodging Cartel Detection -- How the Lion Gets the Christian -- A Look inside the Cartel: The Lysine Tapes -- A Look inside the Agency: The NMa Tapes -- Leniency Games Antitrust Authorities Play -- Ms. Pac-Man Proves Creativity Theorem -- Three Corollaries with an Example Each -- Commitment to Do Good -- Epilogue: The De-nationalization of Money by Electronic Payment -- Dankwoord -- Notes
In: International communication of Chinese culture, Volume 8, Issue 4, p. 443-464
ISSN: 2197-4241
Date from text. ; Cover title. ; Includes bibliographical references. ; Electronic reproduction. ; Mode of access: Internet. ; 44
BASE
In: Electronic media research series
"This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of the medium as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies"--
In: Computer Law and Security Review, Forthcoming
SSRN
The article offers an interdisciplinary analysis of the General Data Protection Regulation (GDPR) in the context of electronic identification schemes. Gov.UK Verify, the UK Government's electronic identification scheme, and its compatibility with some important aspects of EU data protection law are reviewed. An in-depth examination of Gov.UK Verify's architecture and the most significant constituent elements of both the Data Protection Directive and the imminent GDPR – notably the legitimising grounds for the processing of personal data and the doctrine of joint controllership, highlight several flaws inherent in the Gov.UK Verify's development and mode of operation. The article advances the argument that Gov.UK Verify is incompatible with some major substantive provisions of the EU Data Protection Framework. It also provides some general insight as to how to interpret the requirement of a legitimate legal basis and the doctrine of joint controllership and ultimately suggests that the choice of the appropriate legal basis should depend upon a holistic approach to the relationship between the actors involved in the processing activities.
BASE
In: COntextual MIX: through graphic stories to analyses of contemporary culture, p. 385-396
Growth in popularity of computer (video) games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists working on games are often inspired by comic books, as well as they create their licensed adaptations and separate "interactive issues". On the other hand more and more often we can see comics based on popular games. Study present the areas of agreement, cooperation or dependence like: technologies used to create games and comic books, use of comic books to comment events in the gaming industry and organization of exhibitions or events popularizing the works from both fields.
This electronic version has been made available under a Creative Commons (BY-NC-ND) open access license. The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon