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You searched for subject:(video game industry). Showing records 1 – 30 of 43 total matches.

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Tampere University

1. Korppoo, Karoliina. Designing Game Analytics For A City-Builder Game .

Degree: 2015, Tampere University

 The video game industry continues to grow. Competition is tough as games become more and more popular and easier for the users to get, thanks… (more)

Subjects/Keywords: video games; games; game analytics; metrics; telemetry; game industry; Cities: Skylines

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Korppoo, K. (2015). Designing Game Analytics For A City-Builder Game . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/97480

Chicago Manual of Style (16th Edition):

Korppoo, Karoliina. “Designing Game Analytics For A City-Builder Game .” 2015. Masters Thesis, Tampere University. Accessed October 31, 2020. https://trepo.tuni.fi/handle/10024/97480.

MLA Handbook (7th Edition):

Korppoo, Karoliina. “Designing Game Analytics For A City-Builder Game .” 2015. Web. 31 Oct 2020.

Vancouver:

Korppoo K. Designing Game Analytics For A City-Builder Game . [Internet] [Masters thesis]. Tampere University; 2015. [cited 2020 Oct 31]. Available from: https://trepo.tuni.fi/handle/10024/97480.

Council of Science Editors:

Korppoo K. Designing Game Analytics For A City-Builder Game . [Masters Thesis]. Tampere University; 2015. Available from: https://trepo.tuni.fi/handle/10024/97480


University of Toronto

2. Young, Chris J. Game Changers: Everyday Gamemakers and the Development of the Video Game Industry.

Degree: PhD, 2018, University of Toronto

 This dissertation examines the emergence of everyday gamemakers and their roles in transforming the cultural norms and practices of the global video game industry. Everyday… (more)

Subjects/Keywords: Creative Workers; Cultural Industry; Digital Games; Digital Game Workers; Scenes; Video Game Industry; 0459

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APA (6th Edition):

Young, C. J. (2018). Game Changers: Everyday Gamemakers and the Development of the Video Game Industry. (Doctoral Dissertation). University of Toronto. Retrieved from http://hdl.handle.net/1807/89734

Chicago Manual of Style (16th Edition):

Young, Chris J. “Game Changers: Everyday Gamemakers and the Development of the Video Game Industry.” 2018. Doctoral Dissertation, University of Toronto. Accessed October 31, 2020. http://hdl.handle.net/1807/89734.

MLA Handbook (7th Edition):

Young, Chris J. “Game Changers: Everyday Gamemakers and the Development of the Video Game Industry.” 2018. Web. 31 Oct 2020.

Vancouver:

Young CJ. Game Changers: Everyday Gamemakers and the Development of the Video Game Industry. [Internet] [Doctoral dissertation]. University of Toronto; 2018. [cited 2020 Oct 31]. Available from: http://hdl.handle.net/1807/89734.

Council of Science Editors:

Young CJ. Game Changers: Everyday Gamemakers and the Development of the Video Game Industry. [Doctoral Dissertation]. University of Toronto; 2018. Available from: http://hdl.handle.net/1807/89734


University of Texas – Austin

3. -6749-5069. How the globalization of video games is changing the way militaries operate.

Degree: MSin Kinesiology, Kinesiology, 2018, University of Texas – Austin

 Today more than ever video games are reaching a global audience. In the past the military facilitated the growth of video games, but that dynamic… (more)

Subjects/Keywords: Video games; Globalization; Military; Video game globalization; Military video game use; Video game industry; Military recruitment; Military training; Modern warfare and video games

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APA (6th Edition):

-6749-5069. (2018). How the globalization of video games is changing the way militaries operate. (Masters Thesis). University of Texas – Austin. Retrieved from http://hdl.handle.net/2152/66044

Note: this citation may be lacking information needed for this citation format:
Author name may be incomplete

Chicago Manual of Style (16th Edition):

-6749-5069. “How the globalization of video games is changing the way militaries operate.” 2018. Masters Thesis, University of Texas – Austin. Accessed October 31, 2020. http://hdl.handle.net/2152/66044.

Note: this citation may be lacking information needed for this citation format:
Author name may be incomplete

MLA Handbook (7th Edition):

-6749-5069. “How the globalization of video games is changing the way militaries operate.” 2018. Web. 31 Oct 2020.

Note: this citation may be lacking information needed for this citation format:
Author name may be incomplete

Vancouver:

-6749-5069. How the globalization of video games is changing the way militaries operate. [Internet] [Masters thesis]. University of Texas – Austin; 2018. [cited 2020 Oct 31]. Available from: http://hdl.handle.net/2152/66044.

Note: this citation may be lacking information needed for this citation format:
Author name may be incomplete

Council of Science Editors:

-6749-5069. How the globalization of video games is changing the way militaries operate. [Masters Thesis]. University of Texas – Austin; 2018. Available from: http://hdl.handle.net/2152/66044

Note: this citation may be lacking information needed for this citation format:
Author name may be incomplete


Tampere University

4. Pulkkinen, Juha-Matti. Design values of digital role-playing games .

Degree: 2014, Tampere University

 This thesis is about the design values of digital role-playing games. Design values is an underresearched topic whereas digital role-playing games has become a chart-topping… (more)

Subjects/Keywords: role-playing games; video games; game design; game industry; design research; content analysis; affinity diagram

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APA (6th Edition):

Pulkkinen, J. (2014). Design values of digital role-playing games . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/95643

Chicago Manual of Style (16th Edition):

Pulkkinen, Juha-Matti. “Design values of digital role-playing games .” 2014. Masters Thesis, Tampere University. Accessed October 31, 2020. https://trepo.tuni.fi/handle/10024/95643.

MLA Handbook (7th Edition):

Pulkkinen, Juha-Matti. “Design values of digital role-playing games .” 2014. Web. 31 Oct 2020.

Vancouver:

Pulkkinen J. Design values of digital role-playing games . [Internet] [Masters thesis]. Tampere University; 2014. [cited 2020 Oct 31]. Available from: https://trepo.tuni.fi/handle/10024/95643.

Council of Science Editors:

Pulkkinen J. Design values of digital role-playing games . [Masters Thesis]. Tampere University; 2014. Available from: https://trepo.tuni.fi/handle/10024/95643


University of KwaZulu-Natal

5. Beneke, Simone. The hidden world of gaming: an exploration of pre-production design, hyperrealism, and its function in establishing conceptual and aesthetic visualisation, characterisation and narrative structure.

Degree: 2019, University of KwaZulu-Natal

 Pre-production design in the video game industry is an extremely important and fundamental part of the pipeline production as it impacts the production, post-production and… (more)

Subjects/Keywords: Pre-production design.; Video game industry.; Video games.; Gaming, hyper-realism.; Visual hyper-realism.

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Beneke, S. (2019). The hidden world of gaming: an exploration of pre-production design, hyperrealism, and its function in establishing conceptual and aesthetic visualisation, characterisation and narrative structure. (Thesis). University of KwaZulu-Natal. Retrieved from https://researchspace.ukzn.ac.za/handle/10413/17391

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Beneke, Simone. “The hidden world of gaming: an exploration of pre-production design, hyperrealism, and its function in establishing conceptual and aesthetic visualisation, characterisation and narrative structure.” 2019. Thesis, University of KwaZulu-Natal. Accessed October 31, 2020. https://researchspace.ukzn.ac.za/handle/10413/17391.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Beneke, Simone. “The hidden world of gaming: an exploration of pre-production design, hyperrealism, and its function in establishing conceptual and aesthetic visualisation, characterisation and narrative structure.” 2019. Web. 31 Oct 2020.

Vancouver:

Beneke S. The hidden world of gaming: an exploration of pre-production design, hyperrealism, and its function in establishing conceptual and aesthetic visualisation, characterisation and narrative structure. [Internet] [Thesis]. University of KwaZulu-Natal; 2019. [cited 2020 Oct 31]. Available from: https://researchspace.ukzn.ac.za/handle/10413/17391.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Beneke S. The hidden world of gaming: an exploration of pre-production design, hyperrealism, and its function in establishing conceptual and aesthetic visualisation, characterisation and narrative structure. [Thesis]. University of KwaZulu-Natal; 2019. Available from: https://researchspace.ukzn.ac.za/handle/10413/17391

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Tampere University

6. Lamminmäki, Eero. Video game design process : Case study of Challengers of Khalea .

Degree: 2017, Tampere University

 The gaming industry has continued to grow at a large rate in the last ten years and the amount of games we get to digital… (more)

Subjects/Keywords: Video games; games; development; process; game industry; design; art; iteration; prototypes

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Lamminmäki, E. (2017). Video game design process : Case study of Challengers of Khalea . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/101083

Chicago Manual of Style (16th Edition):

Lamminmäki, Eero. “Video game design process : Case study of Challengers of Khalea .” 2017. Masters Thesis, Tampere University. Accessed October 31, 2020. https://trepo.tuni.fi/handle/10024/101083.

MLA Handbook (7th Edition):

Lamminmäki, Eero. “Video game design process : Case study of Challengers of Khalea .” 2017. Web. 31 Oct 2020.

Vancouver:

Lamminmäki E. Video game design process : Case study of Challengers of Khalea . [Internet] [Masters thesis]. Tampere University; 2017. [cited 2020 Oct 31]. Available from: https://trepo.tuni.fi/handle/10024/101083.

Council of Science Editors:

Lamminmäki E. Video game design process : Case study of Challengers of Khalea . [Masters Thesis]. Tampere University; 2017. Available from: https://trepo.tuni.fi/handle/10024/101083


University of Illinois – Urbana-Champaign

7. Bulut, Ergin. Creativity and its discontents: a case study of precarious playbour in the video game industry.

Degree: PhD, 0279, 2014, University of Illinois – Urbana-Champaign

 Considered to be a blindspot until recently, labor has now become a popular research topic within media and communication studies. This dissertation is an attempt… (more)

Subjects/Keywords: video game industry; production studies; immaterial labor; precarity; ethnography

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bulut, E. (2014). Creativity and its discontents: a case study of precarious playbour in the video game industry. (Doctoral Dissertation). University of Illinois – Urbana-Champaign. Retrieved from http://hdl.handle.net/2142/50379

Chicago Manual of Style (16th Edition):

Bulut, Ergin. “Creativity and its discontents: a case study of precarious playbour in the video game industry.” 2014. Doctoral Dissertation, University of Illinois – Urbana-Champaign. Accessed October 31, 2020. http://hdl.handle.net/2142/50379.

MLA Handbook (7th Edition):

Bulut, Ergin. “Creativity and its discontents: a case study of precarious playbour in the video game industry.” 2014. Web. 31 Oct 2020.

Vancouver:

Bulut E. Creativity and its discontents: a case study of precarious playbour in the video game industry. [Internet] [Doctoral dissertation]. University of Illinois – Urbana-Champaign; 2014. [cited 2020 Oct 31]. Available from: http://hdl.handle.net/2142/50379.

Council of Science Editors:

Bulut E. Creativity and its discontents: a case study of precarious playbour in the video game industry. [Doctoral Dissertation]. University of Illinois – Urbana-Champaign; 2014. Available from: http://hdl.handle.net/2142/50379


University of Georgia

8. Seo, Sangho. The historical evolution of the U.S. video game industry : applying the industrial organization model.

Degree: 2014, University of Georgia

The historical evolution of the U.S. video game industry was examined. The industrial organization model and historical method employed in this study identify the historical changes of the market structure and the market conduct in the U.S. video game industry.

Subjects/Keywords: Video game industry; historical evolution; industrial organization model

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Seo, S. (2014). The historical evolution of the U.S. video game industry : applying the industrial organization model. (Thesis). University of Georgia. Retrieved from http://hdl.handle.net/10724/20663

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Seo, Sangho. “The historical evolution of the U.S. video game industry : applying the industrial organization model.” 2014. Thesis, University of Georgia. Accessed October 31, 2020. http://hdl.handle.net/10724/20663.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Seo, Sangho. “The historical evolution of the U.S. video game industry : applying the industrial organization model.” 2014. Web. 31 Oct 2020.

Vancouver:

Seo S. The historical evolution of the U.S. video game industry : applying the industrial organization model. [Internet] [Thesis]. University of Georgia; 2014. [cited 2020 Oct 31]. Available from: http://hdl.handle.net/10724/20663.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Seo S. The historical evolution of the U.S. video game industry : applying the industrial organization model. [Thesis]. University of Georgia; 2014. Available from: http://hdl.handle.net/10724/20663

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Uppsala University

9. Lundström, Kristofer. All your returns are belong to us : An exploratory study of how industry characteristics affect investments in the Swedish video game sector.

Degree: Business Studies, 2016, Uppsala University

  Being relatively young, the Swedish video game industry has experienced explosive growth in recent years, surpassing several traditional industries. Exemplified by the purchase of… (more)

Subjects/Keywords: Swedish Video Game Industry; Industry Characteristics; Profitability Ratio; Knightian Uncertainty; Exploratory study; Community

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Lundström, K. (2016). All your returns are belong to us : An exploratory study of how industry characteristics affect investments in the Swedish video game sector. (Thesis). Uppsala University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-298470

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Lundström, Kristofer. “All your returns are belong to us : An exploratory study of how industry characteristics affect investments in the Swedish video game sector.” 2016. Thesis, Uppsala University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-298470.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Lundström, Kristofer. “All your returns are belong to us : An exploratory study of how industry characteristics affect investments in the Swedish video game sector.” 2016. Web. 31 Oct 2020.

Vancouver:

Lundström K. All your returns are belong to us : An exploratory study of how industry characteristics affect investments in the Swedish video game sector. [Internet] [Thesis]. Uppsala University; 2016. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-298470.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Lundström K. All your returns are belong to us : An exploratory study of how industry characteristics affect investments in the Swedish video game sector. [Thesis]. Uppsala University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-298470

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

10. Södergren, Patrik. Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry.

Degree: Informatics, 2014, Umeå University

  Information Technology (IT) enables organizations to involve consumers as co-creators of new products. By facilitating increased interaction between consumers and developers. IT allows consumers… (more)

Subjects/Keywords: Social media; digital product; digital product development; video game; video game industry; co-creation; co creation; consumer; internet technologies; opportunities; challenges

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Södergren, P. (2014). Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90290

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Södergren, Patrik. “Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry.” 2014. Thesis, Umeå University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90290.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Södergren, Patrik. “Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry.” 2014. Web. 31 Oct 2020.

Vancouver:

Södergren P. Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry. [Internet] [Thesis]. Umeå University; 2014. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90290.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Södergren P. Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry. [Thesis]. Umeå University; 2014. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90290

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Tampere University

11. VANKKA, ESKO. Free-to-Play Games: Professionals' Perceptions .

Degree: 2014, Tampere University

 Free-to-play (F2P) is a relatively new way for the game developers to get revenue from their games. The game client is given to the players… (more)

Subjects/Keywords: games; video games; game industry; game developers; game design; revenue model; free-to-play; monetization; micropayments; virtual goods

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

VANKKA, E. (2014). Free-to-Play Games: Professionals' Perceptions . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/95105

Chicago Manual of Style (16th Edition):

VANKKA, ESKO. “Free-to-Play Games: Professionals' Perceptions .” 2014. Masters Thesis, Tampere University. Accessed October 31, 2020. https://trepo.tuni.fi/handle/10024/95105.

MLA Handbook (7th Edition):

VANKKA, ESKO. “Free-to-Play Games: Professionals' Perceptions .” 2014. Web. 31 Oct 2020.

Vancouver:

VANKKA E. Free-to-Play Games: Professionals' Perceptions . [Internet] [Masters thesis]. Tampere University; 2014. [cited 2020 Oct 31]. Available from: https://trepo.tuni.fi/handle/10024/95105.

Council of Science Editors:

VANKKA E. Free-to-Play Games: Professionals' Perceptions . [Masters Thesis]. Tampere University; 2014. Available from: https://trepo.tuni.fi/handle/10024/95105

12. Bankler, Jon Victor. A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?.

Degree: Informatics, 2018, University of Skövde

This study aimed to explore which philosophies and opinions professionals within the Chinese indie game industry hold in relation to the indie concept. Indie… (more)

Subjects/Keywords: China; game studies; indie game development; video game industry; creative industries; Computer and Information Sciences; Data- och informationsvetenskap

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bankler, J. V. (2018). A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?. (Thesis). University of Skövde. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Bankler, Jon Victor. “A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?.” 2018. Thesis, University of Skövde. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Bankler, Jon Victor. “A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?.” 2018. Web. 31 Oct 2020.

Vancouver:

Bankler JV. A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?. [Internet] [Thesis]. University of Skövde; 2018. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Bankler JV. A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?. [Thesis]. University of Skövde; 2018. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

13. B., Nadia V. Ruiz. VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion.

Degree: Informatics, 2019, Umeå University

  In 2012 and 2014, two hashtags,1ReasonWhy and #GamerGate, exposed a highly sexist video game industry that was not welcoming female participation. This was affecting… (more)

Subjects/Keywords: Video game industry; video game creation; female inclusion; feminist technoscience; toxic masculinity; game engines; inhibitors; enablers; Information Systems, Social aspects; Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

B., N. V. R. (2019). VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

B., Nadia V Ruiz. “VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion.” 2019. Thesis, Umeå University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

B., Nadia V Ruiz. “VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion.” 2019. Web. 31 Oct 2020.

Vancouver:

B. NVR. VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion. [Internet] [Thesis]. Umeå University; 2019. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

B. NVR. VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion. [Thesis]. Umeå University; 2019. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Linnaeus University

14. Farhana, Mosarrat. Is it game over for physical retailers? : A study on Swedish video game industry.

Degree: Marketing, 2020, Linnaeus University

  Purpose - The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical… (more)

Subjects/Keywords: Business model; Retailing Business model; Click-and-mortar; Video game industry; Business Administration; Företagsekonomi

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Farhana, M. (2020). Is it game over for physical retailers? : A study on Swedish video game industry. (Thesis). Linnaeus University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Farhana, Mosarrat. “Is it game over for physical retailers? : A study on Swedish video game industry.” 2020. Thesis, Linnaeus University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Farhana, Mosarrat. “Is it game over for physical retailers? : A study on Swedish video game industry.” 2020. Web. 31 Oct 2020.

Vancouver:

Farhana M. Is it game over for physical retailers? : A study on Swedish video game industry. [Internet] [Thesis]. Linnaeus University; 2020. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Farhana M. Is it game over for physical retailers? : A study on Swedish video game industry. [Thesis]. Linnaeus University; 2020. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Tampere University

15. Llovet Ferrer, Marc. Representations of Japan by the video game industry : the case of Ôkami from a Japanophile perspective .

Degree: 2017, Tampere University

Video games contain representations, and these can have effects on players, for example on the ways they understand certain concepts or see certain places. The… (more)

Subjects/Keywords: Representations; video games; Japan; Japanophilia; Japanese popular culture industry; Ôkami; game analysis

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Llovet Ferrer, M. (2017). Representations of Japan by the video game industry : the case of Ôkami from a Japanophile perspective . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/102559

Chicago Manual of Style (16th Edition):

Llovet Ferrer, Marc. “Representations of Japan by the video game industry : the case of Ôkami from a Japanophile perspective .” 2017. Masters Thesis, Tampere University. Accessed October 31, 2020. https://trepo.tuni.fi/handle/10024/102559.

MLA Handbook (7th Edition):

Llovet Ferrer, Marc. “Representations of Japan by the video game industry : the case of Ôkami from a Japanophile perspective .” 2017. Web. 31 Oct 2020.

Vancouver:

Llovet Ferrer M. Representations of Japan by the video game industry : the case of Ôkami from a Japanophile perspective . [Internet] [Masters thesis]. Tampere University; 2017. [cited 2020 Oct 31]. Available from: https://trepo.tuni.fi/handle/10024/102559.

Council of Science Editors:

Llovet Ferrer M. Representations of Japan by the video game industry : the case of Ôkami from a Japanophile perspective . [Masters Thesis]. Tampere University; 2017. Available from: https://trepo.tuni.fi/handle/10024/102559


Uppsala University

16. Boström, Pontus. Community Management - The Role Community Managers Play in the Video Game Industry in Sweden.

Degree: Business Studies, 2015, Uppsala University

  The video game industry has developed into a multibillion dollar industry. As the rise of social media and other online networks has enabled consumers… (more)

Subjects/Keywords: Community; Community Manager; Community Management; Customer Knowledge; Knowledge Transfer; Video Game Industry

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Boström, P. (2015). Community Management - The Role Community Managers Play in the Video Game Industry in Sweden. (Thesis). Uppsala University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255725

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Boström, Pontus. “Community Management - The Role Community Managers Play in the Video Game Industry in Sweden.” 2015. Thesis, Uppsala University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255725.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Boström, Pontus. “Community Management - The Role Community Managers Play in the Video Game Industry in Sweden.” 2015. Web. 31 Oct 2020.

Vancouver:

Boström P. Community Management - The Role Community Managers Play in the Video Game Industry in Sweden. [Internet] [Thesis]. Uppsala University; 2015. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255725.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Boström P. Community Management - The Role Community Managers Play in the Video Game Industry in Sweden. [Thesis]. Uppsala University; 2015. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255725

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Texas – Austin

17. Ro, Joon Hyoung. Pricing and resale market strategy for durable goods : a dynamic equilibrium model of video games.

Degree: PhD, Marketing, 2014, University of Texas – Austin

 I study the impact of the used goods market on pricing and profits in the video game industry and the implications of resale restrictions. I… (more)

Subjects/Keywords: Dynamic structural model; Video game industry; Used goods market; Intertemporal price discrimination

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Ro, J. H. (2014). Pricing and resale market strategy for durable goods : a dynamic equilibrium model of video games. (Doctoral Dissertation). University of Texas – Austin. Retrieved from http://hdl.handle.net/2152/24950

Chicago Manual of Style (16th Edition):

Ro, Joon Hyoung. “Pricing and resale market strategy for durable goods : a dynamic equilibrium model of video games.” 2014. Doctoral Dissertation, University of Texas – Austin. Accessed October 31, 2020. http://hdl.handle.net/2152/24950.

MLA Handbook (7th Edition):

Ro, Joon Hyoung. “Pricing and resale market strategy for durable goods : a dynamic equilibrium model of video games.” 2014. Web. 31 Oct 2020.

Vancouver:

Ro JH. Pricing and resale market strategy for durable goods : a dynamic equilibrium model of video games. [Internet] [Doctoral dissertation]. University of Texas – Austin; 2014. [cited 2020 Oct 31]. Available from: http://hdl.handle.net/2152/24950.

Council of Science Editors:

Ro JH. Pricing and resale market strategy for durable goods : a dynamic equilibrium model of video games. [Doctoral Dissertation]. University of Texas – Austin; 2014. Available from: http://hdl.handle.net/2152/24950


Uppsala University

18. Alonso, Kevin. Thinking Outside the Lootbox : Balancing on the Scale of Gacha.

Degree: Game Design, 2018, Uppsala University

Lootboxes currently cause a frequent debate in the games industry where the discussion is often focused on the connection to gambling. In this thesis… (more)

Subjects/Keywords: dark game design patterns; Gacha; Gachapon; Gasha; gambling; game industry; Lootboxes; Lootcrates; video games; virtual economies.; Ethics; Etik; Design; Design

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Alonso, K. (2018). Thinking Outside the Lootbox : Balancing on the Scale of Gacha. (Thesis). Uppsala University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355652

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Alonso, Kevin. “Thinking Outside the Lootbox : Balancing on the Scale of Gacha.” 2018. Thesis, Uppsala University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355652.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Alonso, Kevin. “Thinking Outside the Lootbox : Balancing on the Scale of Gacha.” 2018. Web. 31 Oct 2020.

Vancouver:

Alonso K. Thinking Outside the Lootbox : Balancing on the Scale of Gacha. [Internet] [Thesis]. Uppsala University; 2018. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355652.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Alonso K. Thinking Outside the Lootbox : Balancing on the Scale of Gacha. [Thesis]. Uppsala University; 2018. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355652

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Ryerson University

19. Bacigalupo, Laura. An exploration of Lara Croft: the good, the bad, and the ugly:.

Degree: 2011, Ryerson University

 "In this paper, I explore the character Lara Croft from the Tomb Raider game and affiliated film series through the lens of several feminist theories.… (more)

Subjects/Keywords:  – Croft, Lara (Fictitious character) in mass media – Feminist theory – Video games industry  – Social aspects – Video game characters  – Design;  –  – Croft, Lara (Fictitious character) in mass media – Feminist theory – Video games industry  – Social aspects – Video game characters  – Design

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bacigalupo, L. (2011). An exploration of Lara Croft: the good, the bad, and the ugly:. (Thesis). Ryerson University. Retrieved from https://digital.library.ryerson.ca/islandora/object/RULA%3A2882

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Bacigalupo, Laura. “An exploration of Lara Croft: the good, the bad, and the ugly:.” 2011. Thesis, Ryerson University. Accessed October 31, 2020. https://digital.library.ryerson.ca/islandora/object/RULA%3A2882.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Bacigalupo, Laura. “An exploration of Lara Croft: the good, the bad, and the ugly:.” 2011. Web. 31 Oct 2020.

Vancouver:

Bacigalupo L. An exploration of Lara Croft: the good, the bad, and the ugly:. [Internet] [Thesis]. Ryerson University; 2011. [cited 2020 Oct 31]. Available from: https://digital.library.ryerson.ca/islandora/object/RULA%3A2882.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Bacigalupo L. An exploration of Lara Croft: the good, the bad, and the ugly:. [Thesis]. Ryerson University; 2011. Available from: https://digital.library.ryerson.ca/islandora/object/RULA%3A2882

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

20. Cardoso, Marcos Vinicius. A proposição de um modelo de análise para a indústria criativa de videogames no Brasil.

Degree: PhD, Administração, 2013, University of São Paulo

O mercado de videogames brasileiro e internacional apresenta forte crescimento e oportunidades de geração de emprego e renda. Este trabalho propõe um modelo de análise… (more)

Subjects/Keywords: Análise setorial; Creativity; Criatividade; Cultural industry; Empreendedorismo; Entrepreneurship; Indústria cultural; Industrial analysis; Software; Softwares; Video game; Videogames

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Cardoso, M. V. (2013). A proposição de um modelo de análise para a indústria criativa de videogames no Brasil. (Doctoral Dissertation). University of São Paulo. Retrieved from http://www.teses.usp.br/teses/disponiveis/12/12139/tde-24062013-182243/ ;

Chicago Manual of Style (16th Edition):

Cardoso, Marcos Vinicius. “A proposição de um modelo de análise para a indústria criativa de videogames no Brasil.” 2013. Doctoral Dissertation, University of São Paulo. Accessed October 31, 2020. http://www.teses.usp.br/teses/disponiveis/12/12139/tde-24062013-182243/ ;.

MLA Handbook (7th Edition):

Cardoso, Marcos Vinicius. “A proposição de um modelo de análise para a indústria criativa de videogames no Brasil.” 2013. Web. 31 Oct 2020.

Vancouver:

Cardoso MV. A proposição de um modelo de análise para a indústria criativa de videogames no Brasil. [Internet] [Doctoral dissertation]. University of São Paulo; 2013. [cited 2020 Oct 31]. Available from: http://www.teses.usp.br/teses/disponiveis/12/12139/tde-24062013-182243/ ;.

Council of Science Editors:

Cardoso MV. A proposição de um modelo de análise para a indústria criativa de videogames no Brasil. [Doctoral Dissertation]. University of São Paulo; 2013. Available from: http://www.teses.usp.br/teses/disponiveis/12/12139/tde-24062013-182243/ ;

21. Evangelisti, Linn. Playing the Innovation Game : Developing the Community Sensing Capability.

Degree: Business Studies, 2018, Uppsala University

  The remarkable growth of the video game industry has triggered an interest for the capabilities that video game companies need in order to seize… (more)

Subjects/Keywords: Video game industry; User Communities; Product Innovativeness; Dynamic Capabilities; Community Sensing Capability; Sensing; Sensemaking; Response; Business Administration; Företagsekonomi

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Evangelisti, L. (2018). Playing the Innovation Game : Developing the Community Sensing Capability. (Thesis). Uppsala University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355298

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Evangelisti, Linn. “Playing the Innovation Game : Developing the Community Sensing Capability.” 2018. Thesis, Uppsala University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355298.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Evangelisti, Linn. “Playing the Innovation Game : Developing the Community Sensing Capability.” 2018. Web. 31 Oct 2020.

Vancouver:

Evangelisti L. Playing the Innovation Game : Developing the Community Sensing Capability. [Internet] [Thesis]. Uppsala University; 2018. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355298.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Evangelisti L. Playing the Innovation Game : Developing the Community Sensing Capability. [Thesis]. Uppsala University; 2018. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355298

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Karlstad University

22. Johansson, Albin. The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes.

Degree: Karlstad Business School (from 2013), 2020, Karlstad University

  In recent years, the video game industry has rapidly grown into the largest grossing entertainment industry in the world, surpassing both the film- and… (more)

Subjects/Keywords: service outcome; loot boxes; customer perceived value; customer value creation; video game industry; Business Administration; Företagsekonomi

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Johansson, A. (2020). The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes. (Thesis). Karlstad University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-76761

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Johansson, Albin. “The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes.” 2020. Thesis, Karlstad University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-76761.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Johansson, Albin. “The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes.” 2020. Web. 31 Oct 2020.

Vancouver:

Johansson A. The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes. [Internet] [Thesis]. Karlstad University; 2020. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-76761.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Johansson A. The Perceived Value Of Loot Boxes : A Qualitative Study On The Service Outcome Of Loot Boxes. [Thesis]. Karlstad University; 2020. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-76761

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Southern California

23. Derdenger, Timothy P. Vertical integration and two-sided market pricing: evidence from the video game industry.

Degree: PhD, Economics, 2009, University of Southern California

 The focus of this dissertation is twofold. The first objective is to construct an empirical demand model for video game consoles which captures the complementary… (more)

Subjects/Keywords: vertical integration; two-sided markets; pricing; video game industry

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Derdenger, T. P. (2009). Vertical integration and two-sided market pricing: evidence from the video game industry. (Doctoral Dissertation). University of Southern California. Retrieved from http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll127/id/254257/rec/7827

Chicago Manual of Style (16th Edition):

Derdenger, Timothy P. “Vertical integration and two-sided market pricing: evidence from the video game industry.” 2009. Doctoral Dissertation, University of Southern California. Accessed October 31, 2020. http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll127/id/254257/rec/7827.

MLA Handbook (7th Edition):

Derdenger, Timothy P. “Vertical integration and two-sided market pricing: evidence from the video game industry.” 2009. Web. 31 Oct 2020.

Vancouver:

Derdenger TP. Vertical integration and two-sided market pricing: evidence from the video game industry. [Internet] [Doctoral dissertation]. University of Southern California; 2009. [cited 2020 Oct 31]. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll127/id/254257/rec/7827.

Council of Science Editors:

Derdenger TP. Vertical integration and two-sided market pricing: evidence from the video game industry. [Doctoral Dissertation]. University of Southern California; 2009. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll127/id/254257/rec/7827


Brno University of Technology

24. Papusha, Valentyn. Genderové stereotypy v herním prostředí: Gender Stereotypes in Gaming Environment.

Degree: 2020, Brno University of Technology

 This bachelor thesis deals with the analysis of gender stereotypes in the storyline and design of video games. Having been essential for the understanding of… (more)

Subjects/Keywords: Videohry; herní průmysl; sexualizace; gender; stereotypy; role ve společnosti.; Video games; game; video games industry; male; female; men; women; gender; stereotype; role.

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Papusha, V. (2020). Genderové stereotypy v herním prostředí: Gender Stereotypes in Gaming Environment. (Thesis). Brno University of Technology. Retrieved from http://hdl.handle.net/11012/190360

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Papusha, Valentyn. “Genderové stereotypy v herním prostředí: Gender Stereotypes in Gaming Environment.” 2020. Thesis, Brno University of Technology. Accessed October 31, 2020. http://hdl.handle.net/11012/190360.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Papusha, Valentyn. “Genderové stereotypy v herním prostředí: Gender Stereotypes in Gaming Environment.” 2020. Web. 31 Oct 2020.

Vancouver:

Papusha V. Genderové stereotypy v herním prostředí: Gender Stereotypes in Gaming Environment. [Internet] [Thesis]. Brno University of Technology; 2020. [cited 2020 Oct 31]. Available from: http://hdl.handle.net/11012/190360.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Papusha V. Genderové stereotypy v herním prostředí: Gender Stereotypes in Gaming Environment. [Thesis]. Brno University of Technology; 2020. Available from: http://hdl.handle.net/11012/190360

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

25. Hamilton, Grayson Lee. Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutions.

Degree: MA, Journalism, 2013, University of Texas – Austin

 In the months following the Sandy Hook elementary school tragedy, there has been increased attention and debate regarding violent video games and how they affect… (more)

Subjects/Keywords: Video games; Violence; Video game industry; Electronic Arts; Video game research

…Political figures and major organizational leaders hold the video game industry responsible… …governors and senators believe it will help prevent future tragedies. Video game industry leaders… …political figures alike. It is time for the video game industry to be let into the classroom and… …points out is often a primary counter argument the video game industry uses: that violence in… …yet at the end of the day the video game industry is a business. 7 In most cases, that… 

Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Hamilton, G. L. (2013). Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutions. (Masters Thesis). University of Texas – Austin. Retrieved from http://hdl.handle.net/2152/22688

Chicago Manual of Style (16th Edition):

Hamilton, Grayson Lee. “Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutions.” 2013. Masters Thesis, University of Texas – Austin. Accessed October 31, 2020. http://hdl.handle.net/2152/22688.

MLA Handbook (7th Edition):

Hamilton, Grayson Lee. “Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutions.” 2013. Web. 31 Oct 2020.

Vancouver:

Hamilton GL. Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutions. [Internet] [Masters thesis]. University of Texas – Austin; 2013. [cited 2020 Oct 31]. Available from: http://hdl.handle.net/2152/22688.

Council of Science Editors:

Hamilton GL. Checkpoint : a deconstruction of the video game violence debate and proposed strategies to create solutions. [Masters Thesis]. University of Texas – Austin; 2013. Available from: http://hdl.handle.net/2152/22688


University of Michigan

26. Cote, Amanda C. Changing the Core: Redefining Gaming Culture from a Female-Centered Perspective.

Degree: PhD, Communication Studies, 2016, University of Michigan

 In the mid-2000s, the spread of casual, social, and mobile games led researchers, journalists, and players to believe that video gaming was opening up to… (more)

Subjects/Keywords: Gender and gaming; Video game industry and practice; Gender and the media; Media subcultures; Women's and Gender Studies; Communications; Humanities; Social Sciences

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Cote, A. C. (2016). Changing the Core: Redefining Gaming Culture from a Female-Centered Perspective. (Doctoral Dissertation). University of Michigan. Retrieved from http://hdl.handle.net/2027.42/133417

Chicago Manual of Style (16th Edition):

Cote, Amanda C. “Changing the Core: Redefining Gaming Culture from a Female-Centered Perspective.” 2016. Doctoral Dissertation, University of Michigan. Accessed October 31, 2020. http://hdl.handle.net/2027.42/133417.

MLA Handbook (7th Edition):

Cote, Amanda C. “Changing the Core: Redefining Gaming Culture from a Female-Centered Perspective.” 2016. Web. 31 Oct 2020.

Vancouver:

Cote AC. Changing the Core: Redefining Gaming Culture from a Female-Centered Perspective. [Internet] [Doctoral dissertation]. University of Michigan; 2016. [cited 2020 Oct 31]. Available from: http://hdl.handle.net/2027.42/133417.

Council of Science Editors:

Cote AC. Changing the Core: Redefining Gaming Culture from a Female-Centered Perspective. [Doctoral Dissertation]. University of Michigan; 2016. Available from: http://hdl.handle.net/2027.42/133417


University of Western Ontario

27. Morin, Grant L. A Walkthrough of the Canadian Video Game Industry: An Economic Geography Perspective on the Digital Entertainment Frontier.

Degree: 2020, University of Western Ontario

 The video game industry has been examined since the 1970’s, yet individual country analysis from an economic geography perspective has been lacking. It is the… (more)

Subjects/Keywords: Economic Geography; Video Game industry; Canada; ARCGIS; Qualitative Methods; Agglomeration; Geographic Information Sciences; Growth and Development; Human Geography; Industrial Organization; Other Economics; Other Geography; Technology and Innovation

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Morin, G. L. (2020). A Walkthrough of the Canadian Video Game Industry: An Economic Geography Perspective on the Digital Entertainment Frontier. (Thesis). University of Western Ontario. Retrieved from https://ir.lib.uwo.ca/etd/7335

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Morin, Grant L. “A Walkthrough of the Canadian Video Game Industry: An Economic Geography Perspective on the Digital Entertainment Frontier.” 2020. Thesis, University of Western Ontario. Accessed October 31, 2020. https://ir.lib.uwo.ca/etd/7335.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Morin, Grant L. “A Walkthrough of the Canadian Video Game Industry: An Economic Geography Perspective on the Digital Entertainment Frontier.” 2020. Web. 31 Oct 2020.

Vancouver:

Morin GL. A Walkthrough of the Canadian Video Game Industry: An Economic Geography Perspective on the Digital Entertainment Frontier. [Internet] [Thesis]. University of Western Ontario; 2020. [cited 2020 Oct 31]. Available from: https://ir.lib.uwo.ca/etd/7335.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Morin GL. A Walkthrough of the Canadian Video Game Industry: An Economic Geography Perspective on the Digital Entertainment Frontier. [Thesis]. University of Western Ontario; 2020. Available from: https://ir.lib.uwo.ca/etd/7335

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Jönköping University

28. Habbari, Samia; Arreola, Alfredo Hidalgo. Business Dynamics and Innovation in the Home Video Game Industry.

Degree: Management), 2010, Jönköping University

  The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive… (more)

Subjects/Keywords: Technological Innovations; Strategic orientation; Home video game industry; S-curves

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Habbari, Samia; Arreola, A. H. (2010). Business Dynamics and Innovation in the Home Video Game Industry. (Thesis). Jönköping University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Habbari, Samia; Arreola, Alfredo Hidalgo. “Business Dynamics and Innovation in the Home Video Game Industry.” 2010. Thesis, Jönköping University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Habbari, Samia; Arreola, Alfredo Hidalgo. “Business Dynamics and Innovation in the Home Video Game Industry.” 2010. Web. 31 Oct 2020.

Vancouver:

Habbari, Samia; Arreola AH. Business Dynamics and Innovation in the Home Video Game Industry. [Internet] [Thesis]. Jönköping University; 2010. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Habbari, Samia; Arreola AH. Business Dynamics and Innovation in the Home Video Game Industry. [Thesis]. Jönköping University; 2010. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

29. Stojnić, Slavko. The Difference in Differentness: Low-Risk, High-Budget versus Innovation and Creativity : An exploratory view from a game-designer’s perspective.

Degree: Technology and Environmental Studies, 2019, Södertörn University

With what seems like decades of debate behind us, low-risk, high-budget, high exposure releases are still seen as a threat to creativity, innovation and… (more)

Subjects/Keywords: saturation; innovation; differentness; AAA; Indie; video game; industry; risk; creativity; övermättnad; innovation; olikhet; AAA; Indie; TV-spel; industri; risk; kreativitet; Media Studies; Medievetenskap

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Stojnić, S. (2019). The Difference in Differentness: Low-Risk, High-Budget versus Innovation and Creativity : An exploratory view from a game-designer’s perspective. (Thesis). Södertörn University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38022

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Stojnić, Slavko. “The Difference in Differentness: Low-Risk, High-Budget versus Innovation and Creativity : An exploratory view from a game-designer’s perspective.” 2019. Thesis, Södertörn University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38022.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Stojnić, Slavko. “The Difference in Differentness: Low-Risk, High-Budget versus Innovation and Creativity : An exploratory view from a game-designer’s perspective.” 2019. Web. 31 Oct 2020.

Vancouver:

Stojnić S. The Difference in Differentness: Low-Risk, High-Budget versus Innovation and Creativity : An exploratory view from a game-designer’s perspective. [Internet] [Thesis]. Södertörn University; 2019. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38022.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Stojnić S. The Difference in Differentness: Low-Risk, High-Budget versus Innovation and Creativity : An exploratory view from a game-designer’s perspective. [Thesis]. Södertörn University; 2019. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38022

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

30. Söderman, Anton. Den svenskadataspelsbranschen.

Degree: Business Studies, 2015, Uppsala University

  This paper deals with the Swedish computer and video game industry. The aim is toreach a better understanding of why it has been so… (more)

Subjects/Keywords: computer games; video games; video game industry; cluster; NSI; dataspel; tv-spel; dataspelsbranschen; kluster; NSI

…riskfördelning nödvändig (Readman, J mfl. 2006; Anonymous Game Developer 2013). Detta har… 

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Söderman, A. (2015). Den svenskadataspelsbranschen. (Thesis). Uppsala University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-261113

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Söderman, Anton. “Den svenskadataspelsbranschen.” 2015. Thesis, Uppsala University. Accessed October 31, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-261113.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Söderman, Anton. “Den svenskadataspelsbranschen.” 2015. Web. 31 Oct 2020.

Vancouver:

Söderman A. Den svenskadataspelsbranschen. [Internet] [Thesis]. Uppsala University; 2015. [cited 2020 Oct 31]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-261113.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Söderman A. Den svenskadataspelsbranschen. [Thesis]. Uppsala University; 2015. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-261113

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

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