Marketing Digitálních Her

Total Page:16

File Type:pdf, Size:1020Kb

Marketing Digitálních Her Masarykova univerzita Filozofická fakulta Ústav hudební vědy Management v kultuře Mgr. Zdeněk Záhora Magisterská diplomová práce Marketing digitálních her Vedoucí práce: PhDr. Martin Flašar, Ph.D. Brno 2013 Prohlašuji, že jsem diplomovou práci vypracoval samostatně s využitím uvedených pramenů a literatury. V Brně, dne 2.1.2014 .……………………………. Mgr. Zdeněk Záhora 2 Obsah 1 MAPUJÍCÍ ČÁST ................................................................................................................................ 7 1.1 Úvod práce .............................................................................................................................. 7 1.2 Definice hry – produkt ............................................................................................................. 8 1.3 Charakter odvětví – herní průmysl .......................................................................................... 8 1.4 Koncept nezávislého herního vývojáře – výrobce ................................................................... 9 1.5 Proces vývoje a produkční cyklus – tvorba ............................................................................ 11 1.6 Překážky vstupu na trh .......................................................................................................... 12 1.7 Typologie hráčů a subjektivní preference ............................................................................. 13 1.8 Typologie her a herních žánrů ............................................................................................... 13 1.9 Herní platformy – technologie .............................................................................................. 15 1.10 Systém distribuce .................................................................................................................. 17 1.11 Monetizační modely .............................................................................................................. 18 2 VÝZKUMNÁ ČÁST ........................................................................................................................... 20 2.1 Formulace výzkumné otázky ................................................................................................. 20 2.2 Průzkum typologie hráčů ....................................................................................................... 21 2.3 Průzkum typologie her a herních žánrů ................................................................................ 24 2.4 Analýza prostředí ................................................................................................................... 26 2.4.1 Průzkum herních platforem ........................................................................................... 26 2.4.2 Průzkum distribučních kanálů – zacílení ........................................................................ 27 2.4.3 Identifikování substitutů – konkurence ......................................................................... 27 2.5 Analýza komunikační sítě ...................................................................................................... 29 2.5.1 Komunikační kanály ....................................................................................................... 29 2.5.2 Uživatel jako prosumer – YouTube a streamování ........................................................ 30 2.5.3 eSport a herní performance jako mediální obsah ......................................................... 32 2.6 Základní metody marketingu digitálních her ........................................................................ 34 2.6.1 Push marketingové metody marketérů digitálních her ................................................ 34 2.6.2 Presskit a komunikace s novináři .................................................................................. 34 3 2.6.3 Cross-promotion a její využití ........................................................................................ 36 2.7 Pokročilé metody marketingu v době nových médií ............................................................. 37 2.7.1 Struktura hry a analytický model MDA – produkt ......................................................... 37 2.7.2 Sociální sítě a engagement marketing .......................................................................... 38 2.7.3 Participativní marketing ................................................................................................ 39 2.7.3.1 Podmínky participativního marketingu ..................................................................... 43 2.7.3.1.1 Motiv ................................................................................................................... 43 2.7.3.1.2 Nástroje ............................................................................................................... 44 2.7.3.1.3 Platforma ............................................................................................................. 44 2.7.3.1.4 Podpora autora ................................................................................................... 45 2.7.3.2 Potenciál hry pro participativní marketing ................................................................ 46 2.7.3.2.1 Flexibilní průběh hry ............................................................................................ 46 2.7.3.2.2 Emergentní vyprávění a gameplay ...................................................................... 46 2.7.3.3 Participativní marketing optikou vývojáře a marketéra ............................................ 47 2.8 Metody marketingu charakteristické pro digitální hry .......................................................... 49 2.8.1 Crowdfunding ................................................................................................................ 49 2.8.1.1 Příprava crowdfundingové kampaně ........................................................................ 52 2.8.2 Testování – focus test, play test a jejich využití ............................................................ 54 2.8.3 Herní analytika ............................................................................................................... 55 2.8.3.1.1 Zákaznické metriky – analýza zákazníků a prodeje ............................................. 57 2.8.3.1.2 Herní metriky – analýza chování hráčů ............................................................... 58 2.9 Shrnutí kapitoly – marketingový mix digitálních her (nové vs využitelné) ............................ 60 3 PRAKTICKÁ ČÁST ............................................................................................................................ 62 3.1 Rozfázování marketingu digitálních her ................................................................................ 63 3.2 Charakteristika digitální hry – Future Factory ....................................................................... 64 3.3 Cílový zákazník – Typologie hráče a žánrová analýza her ..................................................... 66 3.4 Analýza sil a rizik – SWOT ...................................................................................................... 68 3.5 Distribuční kanály .................................................................................................................. 69 4 3.6 Identifikace substitutů ........................................................................................................... 70 3.7 Participativní marketing ........................................................................................................ 71 3.8 Crowdfunding ........................................................................................................................ 71 3.9 Formulování optimální marketingové strategie .................................................................... 72 4 Závěr práce .................................................................................................................................... 74 5 Resumé .......................................................................................................................................... 75 6 Seznam literatury a zdrojů ............................................................................................................ 77 7 Seznam tabulek ............................................................................................................................. 82 8 Ludografie ...................................................................................................................................... 83 5 Na tomto místě bych rád poděkoval celému seskupení MU Game Studies, o. s. za vynaložený čas, práci a skvělé přátelské prostředí. Zdeněk 6 1 MAPUJÍCÍ ČÁST 1.1 Úvod práce Proč bychom se měli zabývat digitálními hrami? V této práci předkládám ke zvážení některé odpovědi na tuto otázku. Hry jsou velký byznys, jsou motorem technologického vývoje, milovaným i nenáviděným produktem současného zábavního průmyslu, žroutem času i nástrojem vzdělávání. Hra je samozřejmě něco lidského a přirozeného. Proto nelze tvrdit, že digitální hry jsou nějakou obecnou inovací, spíše aplikací herních principů, herních mechanik a znalostí z jiných médií (film, hudba, zvukové efekty, literatura…) v jeden interaktivní produkt. Vyjmeme-li herní principy z rámce technologie a ovládací periferie, dokážeme je mnohdy převést do reálného prostoru, do deskové či karetní hry nebo do formy rolové hry – LARPu. Digitální hry jsou neustále rostoucím fenoménem, který zasahuje
Recommended publications
  • Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
    WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West.
    [Show full text]
  • Data-Dating-Galeriecharlot-F6kb87.Pdf
    Curator Valentina Peri Data Dating 18.05 - 25.07.2018 Galerie Charlot 47, rue Charlot 75003 Paris, France Curator Valentina Peri Production Valérie Hasson-Benillouche Galerie Charlot - Paris/Tel Aviv galeriecharlot.com Graphic design Valentina Peri Rayane Ferrahi Editor Galerie Charlot Editions Data Dating What does it mean to love in the Internet age? How are digital interfaces reshaping our personal relationships? What do new technologies imply for the future of the romantic sphere? How do screens affect our sexual intimacy? Are the new means of connection shifting the old paradigms of adult life? The advent of the Internet and smartphones has brought about a split in the romantic lives of millions of people, who now inhabit both the real world and their very own “phone world”. In terms of romance and sexual intimacy these phenomena have generated new complexities that we are still trying to figure out. By bringing together the work of several international artists, the exhibition Data Dating attempts to explore new directions in modern romance: new forms of intimate communication, the process of commodification of love through online dating services and hookup applications, unprecedented meeting and mating behaviors, the renegotiation of sexual identities, and changing erotic mores and taboos. Over the past century, the history of dating practices has shown that the acquisition of new freedoms is often accompanied by suspicions and stereotypes: what appears disturbing to one generation often ends up being acceptable for the next. From the early computers algorithms of the 1960s, to the video cameras of the 1970s, the bulletin board systems of the 1980s, the Internet of the 1990s, and the smartphones of the last decade, every new format of electronically mediated matching has faced a stigma of some kind.
    [Show full text]
  • The Best Schools for Aspiring Game Developers
    THE BEST SCHOOLS FOR ASPIRING GAME DEVELOPERS THE BEST GAME Whether you’re taking your first steps or refining your skills, there’s DESIGN PROGRAMS, a game design program for anyone. Check out the 50 best RANKED BY THE undergraduate and 25 best PRINCETON REVIEW. graduate programs out there. Even in these ridiculous times, video games you want to use your artistic flourish to are there to comfort, challenge, and inspire design fascinating worlds and new us. It takes a lot of work to make your characters? Do you want to manage the favorite games, though, and a lot of business of running a studio? Or do you smarts. It’s dangerous to go alone, as one want to get your hands dirty in the coding famous adventure told us, and that’s where and programming that makes games run? awaiting new image these game design programs come in. Maybe you’re also looking to master your The Princeton Review has done all the skill set with a graduate degree. & cut out heavy lifting of researching the absolute Every adventurer knows that the first best game design programs across North steps can often be the most important. America and Europe. Whether it’s the best If you’re ready to take that leap, read teachers, the most prestigious graduates, on to find out where you should start the best facilities, or the highest average your journey. salary, you’ll find a great school for you. Want to know more? Check out The So take a moment to think about what Princeton Review’s website for further info: kind of game developer you’d like to be.
    [Show full text]
  • Intersomatic Awareness in Game Design
    The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking.
    [Show full text]
  • Linn-Benton Community College
    LINN-BENTON COMMUNITY COLLEGE VOLUME 47 • EDITION 9 NOVEMBER 12, 2014 HUMAN INTEREST COMMUTER.LINNBENTON.EDU PAGE 2 “FORGIVE ME IF I’VE TOLD YOU THIS BEFORE” just a few 90s anthems off the playlist link included with the release of the book. BOOK TOUR The 90s were a difficult time for many in Oregon, and Stetz-Waterz remembers when 638,527 Oregonians sunday Nov. 16 1:30 p.m. voted in favor of classifying homosexuality with Author reading at Mr. Green Beans bookstore pedophilia, sadism, and masochism. The intent of 3932 N. Mississippi Ave. Measure 9 was to set a standard in Oregon public schools grouping homosexuality with immoral acts. Portland OR, 97227 This in turn, labeled it as an “abnormal behavior.” The fictional teen Triinu is entering the world of high Thursday Nov. 20. 7p.m. school, and it’s right about then when she begins to see Launch Party the world through an adult’s perceptual lens. With one Jones Bar foot on the ground and the other adrift in a teenage world, Stetz-Waters’ newest protagonist begins a quest 107 NW Couch St. to never be the same. Portland, OR, 97209 “At that age we are old enough to have an adult understanding, but young enough that we are Tuesday Nov. 25 7 p.m. experiencing things for the first time,” said Stetz-Waters Dual Reading with “Misdirected” Drawing from her own life experience as a rural Oregonian, Stetz-Waters paints the broad strokes of her author Ali Berman new work of fiction from first-hand experiences.
    [Show full text]
  • Order Form Full
    JAZZ ARTIST TITLE LABEL RETAIL ADDERLEY, CANNONBALL SOMETHIN' ELSE BLUE NOTE RM112.00 ARMSTRONG, LOUIS LOUIS ARMSTRONG PLAYS W.C. HANDY PURE PLEASURE RM188.00 ARMSTRONG, LOUIS & DUKE ELLINGTON THE GREAT REUNION (180 GR) PARLOPHONE RM124.00 AYLER, ALBERT LIVE IN FRANCE JULY 25, 1970 B13 RM136.00 BAKER, CHET DAYBREAK (180 GR) STEEPLECHASE RM139.00 BAKER, CHET IT COULD HAPPEN TO YOU RIVERSIDE RM119.00 BAKER, CHET SINGS & STRINGS VINYL PASSION RM146.00 BAKER, CHET THE LYRICAL TRUMPET OF CHET JAZZ WAX RM134.00 BAKER, CHET WITH STRINGS (180 GR) MUSIC ON VINYL RM155.00 BERRY, OVERTON T.O.B.E. + LIVE AT THE DOUBLET LIGHT 1/T ATTIC RM124.00 BIG BAD VOODOO DADDY BIG BAD VOODOO DADDY (PURPLE VINYL) LONESTAR RECORDS RM115.00 BLAKEY, ART 3 BLIND MICE UNITED ARTISTS RM95.00 BROETZMANN, PETER FULL BLAST JAZZWERKSTATT RM95.00 BRUBECK, DAVE THE ESSENTIAL DAVE BRUBECK COLUMBIA RM146.00 BRUBECK, DAVE - OCTET DAVE BRUBECK OCTET FANTASY RM119.00 BRUBECK, DAVE - QUARTET BRUBECK TIME DOXY RM125.00 BRUUT! MAD PACK (180 GR WHITE) MUSIC ON VINYL RM149.00 BUCKSHOT LEFONQUE MUSIC EVOLUTION MUSIC ON VINYL RM147.00 BURRELL, KENNY MIDNIGHT BLUE (MONO) (200 GR) CLASSIC RECORDS RM147.00 BURRELL, KENNY WEAVER OF DREAMS (180 GR) WAX TIME RM138.00 BYRD, DONALD BLACK BYRD BLUE NOTE RM112.00 CHERRY, DON MU (FIRST PART) (180 GR) BYG ACTUEL RM95.00 CLAYTON, BUCK HOW HI THE FI PURE PLEASURE RM188.00 COLE, NAT KING PENTHOUSE SERENADE PURE PLEASURE RM157.00 COLEMAN, ORNETTE AT THE TOWN HALL, DECEMBER 1962 WAX LOVE RM107.00 COLTRANE, ALICE JOURNEY IN SATCHIDANANDA (180 GR) IMPULSE
    [Show full text]
  • Conference Booklet
    30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic
    [Show full text]
  • 085765096700 Hd Movies / Game / Software / Operating System
    085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Harap di isi dan kirim ke [email protected] Isi data : NAMA : ALAMAT : NO HP : HARDISK : TOTAL KESELURUHAN PENGISIAN HARDISK : Untuk pengisian hardisk: 1. Tinggal titipkan hardisk internal/eksternal kerumah saya dari jam 07:00-23:00 WIB untuk alamat akan saya sms.. 2. List pemesanannya di kirim ke email [email protected]/saat pengantar hardisknya jg boleh, bebas pilih yang ada di list.. 3. Pembayaran dilakukan saat penjemputan hardisk.. 4. Terima pengiriman hardisk, bagi yang mengirimkan hardisknya internal dan external harap memperhatikan packingnya.. Untuk pengisian beserta hardisknya: 1. Transfer rekening mandiri, setelah mendapat konfirmasi transfer, pesanan baru di proses.. 2. Hardisk yang telah di order tidak bisa di batalkan.. 3. Pengiriman menggunakan jasa Jne.. 4. No resi pengiriman akan di sms.. Lama pengerjaan 1 - 4 hari tergantung besarnya isian dan antrian tapi saya usahakan secepatnya.. Harga Pengisian Hardisk : Dibawah Hdd320 gb = 50.000 Hdd 500 gb = 70.000 Hdd 1 TB =100.000 Hdd 1,5 TB = 135.000 Hdd 2 TB = 170.000 Yang memakai hdd eksternal usb 2.0 kena biaya tambahan Check ongkos kirim http://www.jne.co.id/ BATAM GAME 085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Movies 0 GB Game Pc 0 GB Software 0 GB EbookS 0 GB Anime dan Concert 0 GB 3D / TV SERIES / HD DOKUMENTER 0 GB TOTAL KESELURUHAN 0 GB 1.
    [Show full text]
  • A Practical Guide to Marketing Your Indie Game
    GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro,
    [Show full text]
  • Assistir Porque Eu Me Casei 2 Dublado
    Assistir Porque Eu Me Casei 2 Dublado Assistir Porque Eu Me Casei 2 Dublado 1 / 6 2 / 6 - Performer - Vida - $5 - Performer - Vida - $5 - Performer - Vida - $5 - Performer - Vida - $5.. - Performer - Vida - $5 - Performer - Vida - $5 - Performer - Vida - $5 - Performer - Vida - $5.. - Performer - Vida - $1 - Performer - Vida - $1 - Performer - Vida - $1 - Performer - Vida - $1. 1. porque eu me casei assistir online dublado 2. assistir filme porque eu me casei dublado 3. assistir porque me casei tambem dublado - Performer - Vida - $1 - Performer - Vida - $1 - Performer - Vida - $1 - Performer - Vida - $1.. - Performer - Vida - $5 - Performer - Vida - $5 - Performer - Vida - $5 - Performer - Vida - $5. porque eu me casei assistir online dublado porque eu me casei assistir online dublado, assistir filme porque eu me casei online dublado, assistir filme porque eu me casei dublado, assistir porque eu me casei filme completo dublado, assistir porque me casei tambem dublado, assistir filme porque eu me casei 2 dublado, assistir filme porque me casei tambem dublado online, assistir porque eu me casei dublado, assistir filme porque me casei dublado, assistir porque eu me casei dublado online, assistir filme online porque eu me casei dublado, assistir porque eu me casei também dublado online, assistir filme por que me casei dublado Jabardasth Telugu Movie Dvdrip Download - Performer - Vida - $5 - Performer - Vida - Yeh Jawaani Hai Deewani 1080p Full Movies Download Bull Bulbul Bandook Movie Torrent 1080p assistir filme porque eu me casei dublado Ice Age: Collision Course (English) movie download dual audio hindi - Performer - Vida - $10 - Performer - Vida - $8 - Performer - Vida - $5 - Performer - Vida - $1.. - Performer - Vida - $2 - Performer - Vida - $3 - Performer - Vida - $3 - Performer - Vida - $3.
    [Show full text]
  • The Cat and the Coup Madrid Yellow Umbrella Killbox Unmanned This War of Mine Dead-In-Iraq Performance) Perfect Woman Dys4ia
    Meinungsbilder: Making Opinions: Computerspiele als Computer Games as Kommentare realer Commentary on politischer Ereignisse Actual Political Events The Cat and the Coup Madrid Yellow Umbrella Militärisches: Military Matters: Computerspiele als Reflexion Computer Games as Reflections des Bündnisses von Krieg on the Alliance between War und Unterhaltungsindustrie and Entertainment Industries Killbox Unmanned This War of Mine dead-in-iraq �Performance) Multiperspektivität: Multiple Perspectives: Computerspiele als Computer Games Hinterfragungen stereotyper Questioning Stereotypical Geschlechterrollen Gender Roles Perfect Woman Dys4ia Coming Out Simulator Medienkritik: Media Critique: Computerspiele Computer Games als Instrumente as Instruments der Selbstreflexion of Self-Reflection Phone Story TouchTone Orwell Migrationsgeschichten: Migration Stories: Computerspiele als Computer Games and Grenzgänger Border Lines Papers, Please 1378�km� Escape from Woomera Machtspiele: Mapping Power: Computerspiele als Computer Games as Beobachter von Observers of Agency Selbst wirksamkeit and Powerlessness und Ohnmacht Sunset Democracy 3 The Westport Independent * USA The Cat and 2011 2011 Computerspiel / Computer game, the Coup* PC ▲ Cat and the Coup, March 20, iranian parliament nationalizes oil industry © Peter Brinson and Kurosh ValaNejad, 2011 DE EN Ein Fall zurück durch die Zeit: In The Cat and the Coup wer- Plummeting backwards through time, in The Cat and the 132 den die Spielenden zum Schoßtier der Politik und erleben Coup players turn into the pets of politics and experience Weltgeschichte aus der Perspektive eines Vierbeiners. Als world history from a four-legged perspective. As a cat, Katze lösen sie verschiedene Puzzles, die nach und nach they solve various puzzles that gradually, in a tale told in in einer rückwärts erzählten Geschichte erst den Tod von reverse order, document first the death of Dr.
    [Show full text]
  • Game Developer Magazinedevelopergame Revisiting Android +++ Postmortem: Hundreds +++ Intro to User Analytics May2013
    GAME GAME DEVELOPER MAGAZINE REVISITING ANDROID +++ POSTMORTEM: HUNDREDS +++ INTRO TO USER ANALYTICS 2013 MAY MAY 2013 VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE VOLUME VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE GAME DESTINATION: BLACKBERRY 10 It’s where your game belongs. Discover how you can create games that keep them coming back for more. BlackBerry® 10 o ers a powerful and easy platform for game development. It’s integrated with major development tools and leading game engines, including Unity, Marmalade and Shiva 3D. Plus, the leading BlackBerry 10 hardware produces a visually stunning and incredibly immersive gaming experience that really lets your masterpiece shine. Get your game where it needs to be. Fast. Users everywhere are hooked on the simplicity, elegance and blazing-fast performance that BlackBerry 10 delivers. They are enthusiastically snapping up amazing entertainment and apps to make their BlackBerry experience that much richer. All of this demand means that there has never been a better time for you to bring your game to BlackBerry. It’s easy to get started By o ering both native development tools and integration with the major development tools on the market, BlackBerry makes it simple for you to choose an option that works best with your individual skills and preferences. So you can develop your game faster and with the greatest fl exibility. POSIX-based Consistent form Development tools Leading game OS, support factor makes it using Microsoft engine and for openGL ES, easy for Visual Studio and middleware OpenAL developers Eclipse EDT support Shadowgun image courtesy of SHADOWGUN, by MADFINGER.
    [Show full text]