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Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
How Disney's Abc Avoided Reporting Electronic Arts Star Wars Game Micro
University of Windsor Scholarship at UWindsor Major Papers Theses, Dissertations, and Major Papers 2018 HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS Rohan Khanna University of Windsor, [email protected] Follow this and additional works at: https://scholar.uwindsor.ca/major-papers Part of the Communication Commons, and the Models and Methods Commons Recommended Citation Khanna, Rohan, "HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO- TRANSACTIONS" (2018). Major Papers. 41. https://scholar.uwindsor.ca/major-papers/41 This Major Research Paper is brought to you for free and open access by the Theses, Dissertations, and Major Papers at Scholarship at UWindsor. It has been accepted for inclusion in Major Papers by an authorized administrator of Scholarship at UWindsor. For more information, please contact [email protected]. HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS by Rohan Khanna A Major Research Paper Submitted to the Faculty of Graduate Studies through Communication and Social Justice in Partial Fulfillment of the Requirements for the Degree of Master of Arts at the University of Windsor Windsor, Ontario, Canada 2018 © 2018 Rohan Khanna HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS by Rohan Khanna APPROVED BY: ———————————————— V. Manzerolle Communication, Media, and Film ———————————————— J. P. Winter, Advisor Communication, Media, and Film May 10, 2018 iii AUTHOR’S DECLARATION OF ORIGINALITY I hereby certify that I am the sole author of this MRP and that no part of this Major paper has been published or submitted for publication. -
Gwuzine Remaster.Pdf
Labour conditions and mass layoffs in the game industry have made the news for years, but despite outcries precious little has changed in that time — in fact, things seem to be getting worse. A year ago, we took matters into our own hands and started Game Workers Unite (GWU) to collectively fight for better conditions. Are you tired of crunch? Are you struggling to pay bills? Do you lack basic benefits like health care insurance or paid sick and parental leave? Are you made to endure harassment at work? Do you suspect you’re paid less than your coworkers because of your race or gender? As game workers, we recognize that these widespread issues will persist as long as we have to depend on management to address them. It is only through workers of the game industry organizing on our own terms and in order to defend our collective interest as workers that any progress will be possible. GWU is comprised exclusively of workers — no bosses! — and has chapters across the globe. We are building a movement of pro-union solidarity and helping game workers organize for better conditions at their workplace wherever they may be. The game industry is making record profits, yet very little of that is flowing into the hands of the people who actually create the games. Together, we have the power to change this. Table of Contents How Can Unions Help? 6 Owners versus Workers 16 Gamer Rage Leveraged Against Workers 22 Boss Fight: Tips & Tricks 30 Workers’ Co-ops: A New Way of Making Commercial Games 41 Strategy Guide: Start Organizing your Workplace 46 UnionFAQs -
How Do Loot Boxes Make Money? an Analysis of a Very Large Dataset of Real Chinese CSGO Loot Box Openings
How do loot boxes make money? An analysis of a very large dataset of real Chinese CSGO loot box openings David Zendle, University of York* Elena Petrovskaya, University of York Heather Wardle, University of Glasgow *corresponding author: [email protected] Abstract Loot boxes are a form of video game monetisation that shares formal similarities with gambling. There are concerns that loot box revenues are disproportionately drawn from a small percentage of heavily-involved individuals, as is the case with gambling, leading to the potential for financial harm. In this paper we analyse a dataset of 1,469,913 loot box purchases from 386,269 separate Chinese users of the game Counter-Strike: Global Offensive. The Gini coefficient was used to measure the distribution of spending, and how much spending was concentrated within top percentiles. It estimated the concentration of spending amongst loot box openers as lower than observed elsewhere amongst gamblers (95CI: 63.76% - 64.26%). However, the majority of loot box revenue is drawn from the top 10% of players, with 1% alone responsible for 26.33% of all revenue. Overall, this research provides a crucial first step in understanding the financial consequences of loot box monetisation. Introduction Loot boxes are items in video games that may be purchased for real-world money, but which contains randomised contents of uncertain value. Loot boxes are extraordinarily widespread in video games: The majority of top-grossing mobile games contain loot boxes, and the majority of play sessions on desktop take place in a game that features loot boxes1,2. -
Exploring Motivations for Virtual Rewards in Online F2P Gacha Games: Considering
Exploring motivations for virtual rewards in online F2P Gacha games: Considering income level, consumption habits and game settings In Partial Fulfillment of the Requirements for the Bachelor of Science in Global Business by DONG Yulai 1025594 May, 2020 ABSTRACT The objective of this study is to figure out players’ motivation on paying for virtual rewards in online F2P Gacha games. Based on the previous studies and primary survey, this paper will draw a conclusion with a primary survey collection which covered more than 3700 adept Gacha game players. Possible factors including income level, consuming habits and game settings which may be players’ paying motivations are analyzed to weigh their dependency about how they sustain and influence players’ playing and consuming behaviors. The correlation analysis and regression analysis will be used to measure the relationship between these factors and payment for Gacha games. As a result, players’ income level has a significant correlation with their payment in Gacha games while their consuming habits in other virtual goods doesn’t have a significant positive correlation with paying for Gacha games. Keywords: F2P Gacha game; virtual goods; consumer behavior; online payment INTRODUCTION Gacha game is generated from Gashapon, a kind of capsule toy derived from Japanese Bandai company that consumers can get a random one from a sets of given toys in a loot box (Toto, 2012). The system of Gashapon and loot box are applied to the initially Free-to-Play on- line game no matter PC games or mobile games since 2010s. However, the loot box system in these so-called “free-to-play” game lures players to spend a lot on in-game virtual currency for the possibility of getting random virtual rewards such as rare items or game characters (Nieborg, 2016). -
Loot Boxes.” Loot Boxes Are a Subcategory of in What Amounted to a Pay-To-Win Scheme
Disclaimer: This article was written and submitted in the author’s personal capacity as a member of the gaming law community. It does not reflect, nor should it be interpreted as reflecting, any regulatory position or policy stance of, or on behalf of, the Nevada Gaming Commission or its individual members. LOOT BOANXD ETHS E QUESTION OF GAMBLING By Elijah Tredup At the ever-increasing intersection of gambling and video consumers felt like a disproportionate time to unlock games, one topic that has stoked impassioned discussion features through regular gameplay, raised complaints that among consumers, video game publishers, lawmakers, and the game was too heavily trying to push loot box purchases 8 regulators are “loot boxes.” Loot boxes are a subcategory of in what amounted to a pay-to-win scheme. While initial the microtransaction monetization model used by video consumer backlash was centered on perceived price gouging game developers—a microtransaction generally being of customers, it also cast increased scrutiny on the loot box categorized as an in-game purchase made after the initial mechanic itself, its perceived similarities to gambling, and 1 purchase or download of the video game. the inclusion of a potentially unregulated gambling product 9 in games with large audiences of minors. Loot boxes follow a fairly standard formula across different games. Players either earn the loot box through game play, or With how relatively new the scrutiny of loot boxes as a 2 to save time and effort they can also purchase it with money. gambling product is, it can be easy for many, especially The contents of the loot box are typically determined by those removed from the video game community, to attempt some form of random number generator, and are revealed in to categorically declare loot boxes as either gambling or not a carefully choreographed display of animation, lights, gambling. -
Loot Boxes in Video Games
Loot Boxes in Video Games --------------------------------------------------------------------------------------------------------------------------- Call for Evidence - September 2020 1 1 Introduction The UK has played an important role in the development of the global video games sector. The creativity and innovation of our pioneering games designers helped lead to pivotal series such as Lemmings, Tomb Raider and Grand Theft Auto. More recent examples of the high-quality output from the British games industry includes the BAFTA award winning Lego series, the Forza Horizon games and Dreams. This has helped to establish the UK as one of the major centres of the global video games industry. As a result, the UK’s world-class video games sector is now one of the key components in our influential creative industries. Video games in the UK contributed £2.6bn in gross value added (GVA) in 2018 and employed 27,000 people in 2019. The audience for video games in the UK has also continued to grow. Now played by over half the population in the UK1, games allow people to enjoy fun and exciting play, find moments of relaxation, socialise, and learn new skills. However, whilst video games have become an important part of the economic and social fabric of the UK, they undoubtedly also present new responsibilities for everyone including the government to ensure that players - particularly children and young people - are not exposed to harm. Given the pace of evolution in this sector, the government’s challenge is to create policies that are effective within the context of constant innovation. The government wants the UK to be the safest place to be online in the world. -
Master Thesis
DIGITAL SYMBOLIC ARENAS Reinventing youth identity and emerging forms of play Erik Bredal Master’s Thesis Department of Social Anthropology UNIVERSITY OF BERGEN JANUARY 2020 This thesis will ethnographically analyze the interrelationships between gender, class, and subcultural styles using different video gaming groups primarily located in Bergen, Norway. I will discuss the structures of the groups and the video-game organizations that they participate in so as to examine how the games fit in with the players’ wider social and cultural life. The digital gaming scene provides a new arena for the articulation and reinvention of youth identity in its various contemporary forms. Alongside the game itself other things are being played out, such as cultural-social experimentations in social relations, forms of communication, and symbolic iconography. I unpack the interplay between users and technology by studying how game design works through its ability to organize aesthetics, narratives, and reward structures within virtual worlds. The genre preferences and gaming habits of different individuals are analyzed so as to examine the varying degrees of devotion to a game and indeed sometimes addiction to it. The increased accessibility of digital games has transformed the sociocultural context surrounding gaming activities making it part of new forms of mass consumption. New marketing strategies and ways of generating revenue are emerging, most prominently often employing chance-based game rewards that sometimes obscure the line between gaming and gambling. Due to increased consumer possession of technological devices, such as personal computers, gaming systems, and smartphones, the gaming market has become highly lucrative, for advertisers, those selling goods and for game developers. -
Loot Boxes and Gambling
GREO BRIEF: LOOT BOXES AND GAMBLING TRAVIS SZTAINERT, PHD, KNOWLEDGE BROKER Loot boxes are increasingly prevalent in online social games and major video games. In order to understand how loot boxes function, it’s useful to examine their history. Loot boxes are a based on a specific micro-transaction strategy called gacha, which first gained popularity in mobile social games developed in Japan.1 Micro-transactions are a form of game monetization, where people purchase in-game digital/virtual items with real money. Gacha is not a virtual item purchase, but the purchase of a lottery-draw where you have the chance to win virtual items with differing levels of rarity.2 Gacha functions similar to toy-vending machines, where players input money and get a random item/toy in return. While gacha can be free to play in video games (accesses to gacha is earned by playing the game for a certain amount of time, or by unlocking accomplishments in the game), rare and/or valuable gaming items often need to be obtained through special gacha with monetary purchasing. Since money is traded for the chance to win a random reward, there are many parallels to gambling. However, unlike gambling, real money is not a reward – only game-specific items. Usually these items are in the forms of ‘skins’. These are items that make characters in the game look different. Some are extremely rare/special and, in response, a grey market has developed so that people can buy, sell, and trade these items with real money. Some sites even allow betting and gambling with these items in order to try to win additional or better items. -
Is the Buying of Loot Boxes in Videogames a Form of Gambling Or Gaming?
Is the buying of loot boxes in videogames a form of gambling or gaming? Mark D. Griffiths International Gaming Research Unit, Psychology Department Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, United Kingdom Email: [email protected] Mark D. Griffiths is Professor of Behavioural Addiction in the Psychology Department at Nottingham Trent University in Nottingham, United Kingdom. Keywords: Loot boxes; social gambling; virtual assets; in-game purchasing; video game gambling 1 “The novelty of [Las Vegas] can hide its true intentions. [Its] seediness might be hard to detect on the surface of many video games, but replace the roulette table with a Candy Crush wheel and the similarities become clearer. Think about how many times you've paid real-life money in a game for the chance to win an item you really wanted. Was it a nice Overwatch skin? Perhaps it was a coveted Hearthstone card. How many times did you not get the item you wanted, then immediately bought in for another chance to hit the big time?”[1]. The buying of loot boxes takes place within online videogames and are (in essence) virtual games of chance. Players use real money to buy virtual in-game items and can redeem such items by buying keys to open the boxes where they receive a chance selection of further virtual items. Other types of equivalent in-game virtual assets that can be bought include crates, cases, chests, bundles, and card packs. The virtual items that can be ‘won’ can comprise basic customization (i.e., cosmetic) options for a player’s in-game character (avatar) to in-game assets that can help players progress more effectively in the game (e.g., gameplay improvement items such as weapons, armor)[1-3]. -
ESRB and PEGI's Flawed
ESRB and PEGI’s Flawed ‘Includes Random Items’ Label: Self-Regulation of Random Reward Mechanisms (e.g. Loot Boxes) Alone Fails to Ensure Consumer Protection Leon Y. Xiao [0000-0003-0709-0777]* <[email protected]> *: Durham Law School, Durham University, Palatine Centre, Stockton Rd, Durham, United Kingdom DH1 3LE Content Type: Letter to the Editor Running Head: ESRB and PEGI’s Flawed ‘Includes Random Items’ Label Word count: 869 Conflict of Interest Declaration: None 1 May 2020 ESRB and PEGI’s Flawed ‘Includes Random Items’ Label: Self-Regulation of Random Reward Mechanisms (e.g. Loot Boxes) Alone Fails to Ensure Consumer Protection To the Editor: The potential harms of loot boxes and similarly randomised monetisation methods in video games (hereinafter, random reward mechanisms (RRMs) (Nielsen & Grabarczyk, 2019), and the relationship between RRMs and gambling have been identified and established in the literature to a limited extent (Brooks & Clark, 2019; Drummond & Sauer, 2018; King & Delfabbro, 2018, 2019; Kristiansen & Severin, 2019; Larche et al., 2019; Li et al., 2019; Nielsen & Grabarczyk, 2019; Xiao & Henderson, 2019; Zendle, Meyer, et al., 2019; Zendle, Cairns, et al., 2019; Zendle & Cairns, 2018, 2019). National gambling regulators have concluded that certain implementations of RRMs constitute gambling under their national laws (Autorité de regulation des jeux en ligne [ARJEL; Regulatory Authority for Online Games] (France), 2018; Belgische Kansspelcommissie [Belgian Gaming Commission], 2018; Digital, Culture, Media and Sport Committee of the House of Commons [DCMS Committee] (UK), 2019; Federal Trade Commission (US), 2019; Kansspelautoriteit [The Netherlands Gaming Authority], 2018; Senate Environment and Communications References Committee (Australia), 2018; UK Gambling Commission, 2017). -
Policy Committees Report NSW LABOR STATE CONFERENCE 2018 SATURDAY 30 JUNE and SUNDAY 1 JULY 2018 STATE CONFERENCE
Policy Committees Report NSW LABOR STATE CONFERENCE 2018 SATURDAY 30 JUNE AND SUNDAY 1 JULY 2018 STATE CONFERENCE POLICY COMMITTEE REPORT A Healthy Society Policy Committee Report…………………………………….………2 Australia and the World Policy Committee Report………………………………....…28 Building Sustainable Communities Policy Committee Report………………………50 Education and Skills Policy Committee Report…………………………………..…..125 Indigenous Peoples and Reconciliation Policy Committee Report…………..…...149 Our Economic Future Policy Committee Report……………………………..………156 Prosperity and Fairness at Work Policy Committee Report………………….……200 Social Justice and Legal Affairs Policy Committee Report…………………….….234 Country Labor Committee Report………………………………………………….…..292 1 2018 STATE CONFERENCE A HEALTHY SOCIETY The Australian Labor Party has a proud history of supporting the development of a good quality and accessible health system that goes back decades. Under Ben Chifley, Labor established the Pharmaceutical Benefits Scheme; Medibank under Gough Whitlam; and Medicare under Bob Hawke. At the State-level, the ALP has always worked to build a strong and inclusive public health service in NSW – providing a quality and accessible health and hospital system to all citizens regardless of their income. Sadly, both the Turnbull and Berejiklian Governments are attacking the health system built by Labor. They are reducing the quality and timeliness of clinical care and driving up costs in other parts of the health system. At a State and Federal level the Liberals and Nationals have slashed billions from the health and hospital system – culminating with the Turnbull Government recently slashing $715 million out of Australia’s public hospitals from 2017-2020. The current Liberal/National Governments have got their priorities all wrong at both the State and Federal levels given their billions of dollars in cuts from both our state public health system and our aged care industry.