The artist and the automaton in digital game production

A Chia - Convergence, 2022 - journals.sagepub.com
This article analyses discourses around procedural content generation (PCG) as automation
of creativity in the games industry. PCG refers to techniques for creating game content …

Developer credit: para-industrial hierarchies of in-game credit attribution in the video game industry

J Švelch - Games and Culture, 2022 - journals.sagepub.com
Developer credit has been a contested issue in the video game industry since the 1970–
80s, when Atari prevented its programmers from publicly claiming authorship for games they …

The Genshin Impact Media Mix: Free-to-Play Monetization from East Asia

J Blom - Mechademia, 2023 - muse.jhu.edu
In the first quarter of 2022, the free-to-play game Genshin Impact (2020) surpassed a
revenue of $3 billion dollars (US) from their mobile phone players. 1 Genshin Impact is …

Through the Shanzhai Lens: Reframing the transmedial copying and remaking of games

HJ Austin, RJS Sloan - British Journal of Chinese Studies, 2022 - rke.abertay.ac.uk
China is one of the fastest growing games markets, housing not only some of the world's
largest video and computer games companies, but also millions of active gamers. From a …

Intercultural knowledges and practices in postgraduate game design and making education: insights from a UK-based degree

B de Paula - Media Practice and Education, 2024 - Taylor & Francis
In this paper, I explore my experience around teaching a digital game design and making
postgraduate course in an intercultural setting in the UK Higher Education. I focus on how …

Adapting contested national history for global audiences in Attentat 1942 and Svoboda 1945: Liberation

V Šisler, J Švelch, S Clybor, O Trhoň - Studies in Eastern …, 2023 - Taylor & Francis
Abstract The video game Attentat 1942 (2017) and its follow-up Svoboda 1945: Liberation
(2021) received worldwide recognition and numerous awards for their representation of …

Transnational development cultures: navigating production, market, and cultural difference within European-Chinese game development teams

R Sloan, M Lynagh, H Austin, H Brown - Proceedings of the 17th …, 2022 - dl.acm.org
Discourse on the global games industry draws attention to the growth of China, in terms of
both its consumer market and the games publishing landscape. Trade associations and …

Techniques of commensuration in the videogame industry

B Egliston, D Padua - Convergence, 2023 - journals.sagepub.com
This article considers the role of techniques of measurement and quantification, or
'commensuration', within the videogame industry. We argue that commensuration is …

A Cultural History of the Greek Digital Games Origins: From Clones to Originality

MS Theodoropoulos - Acta Ludologica, 2024 - ceeol.com
Literature on the digital games industry and gaming history has for the most part focused on
the global production centres of North America, Western Europe, Japan, and, lately, China …

[PDF][PDF] Small Team Game Making in Australia: A Case Study of GOATi Entertainment

MJ Myers - 2022 - researchrepository.rmit.edu.au
This study follows Greatest of All Time Interactive Entertainment (GOATi), a small Melbourne-
based games studio, as they managed uncertain and precarious labour and sought to …