Studie Herní Průmysl 2020
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19 Video Games in Czech Republic
CZECH VIDEO GAME INDUSTRY PC, CONSOLE AND MOBILE GAME DEVELOPERS IN CZECH REPUBLIC 2019 CZECH VIDEO GAME INDUSTRY PC, CONSOLE AND MOBILE GAME DEVELOPERS IN CZECH REPUBLIC 2019 Institute for Digital Economy This Study was prepared by the Institute for Digital Economy (www.digitalniekonomika.cz) in cooperation with the Czech Game Developers Association (www.gda.cz) with the support of Creative Europe – MEDIA (www.kreativnievropa.cz). Jana Adamcová FOUNDER OF INSTITUTE FOR DIGITAL ECONOMY The founder of the Institute for Digital Economy, the aim of which is to support and develop emerging in- dustries in the Czech Republic. She specializes in the digital economy and cultural and creative industries. A co-author of an extensive study entitled “Potential of digital economy and cultural and creative indust- ries for further development and competitiveness of the Czech Republic”. In 2016, she ranked among “New Europe 100”, the 100 most influential changemakers of the digital economies in Central and Eastern Euro- pe. Since 2018, she has been a lead expert at the Ministry of Culture of the Czech Republic for cultural and creative industries and a guarantor of a new national strategy for support and development of cultural and creative industries. She has extensive experience in policy making and legislation, especially in areas relating to support for research, development and innovation, export support, and economic diplomacy. She co-authored the National RIS3 Strategy and the National Research, Development and Innovation Policy for 2016–2020. Pavel Barák CHAIRMAN OF CZECH GAME DEVELOPERS ASSOCIATION He has been active in the game industry for more than 15 years. -
Im Geschichtsunterricht & in Der Politischen Bildung
DIGITALE SPIELE IM GESCHICHTSUNTERRICHT & IN DER POLITISCHEN BILDUNG Florian Aumayr Alexander Preisinger Stefan Ancuta 1 INHALT TEIL 1: EINLEITUNGSTEXTE von Florian Aumayr und Alexander Preisinger 4 Digitale Spiele als Unterrichtsmittel 6 Digitale Spiele in den Unterricht integrieren – Ideen für die Umsetzung 8 Allgemeine und historische Spieleanalyse In der Reihe „Digitales Lernen und Politische Bildung“ bereits erschienen: Politische Bildung und Klimawandel im digitalen digitales Lernen – Institu Spiel tionen, Tools und Spiele Andreas Endl, Alexander Alexander Preisinger, Christine Preisinger. Wien: Edition polis, Ottner. Wien: Edition polis, 2018. 12 Seiten. 2019. 28 Seiten. ISBN 978-3-902659-15-6. ISBN 978-3-902659-17-0. Das Heft für Lehrkräfte stellt Die Broschüre liefert Lehr- sechs Spiele zum Klimawan- kräften Ideen für den Einsatz del vor und prüft sie auf ihre digitaler Angebote und Basis- Einsetzbarkeit im Unterricht. informationen zu entsprechenden Einrichtungen. Der Dazu haben SchülerInnen der Schumpeter BHAK/ Aufbau des Hefts gliedert sich in Institutionen, exemp- BHAS (1130 Wien) mit Experten der Universität larische Tools und digitale Spiele. Bei der Auswahl Wien (Geschichtsdidaktik) und der Wirtschafts- wurde auf die rasche Einsetzbarkeit im Unterricht, die universität Wien (Nachhaltigkeitsmanagement) ein leichte Anwendbarkeit und den nach Möglichkeit kos- Analysesetting entwickelt und an Spielen in der Praxis tenlosen Zugang geachtet. Das elektronische Angebot erprobt. Die Texte der SchülerInnen dokumentieren soll dazu anregen, nicht einfach Altbewährtes zu ihre Spielerfahrung. Möglichst einfach wird so auch digitalisieren, sondern in neuen Bearbeitungsformen NichtspielerInnen vermittelt, dass es digitalen Spielen zu denken und handlungsorientiertes Unterrichten zu gelingen kann, ein anspruchsvolles Thema wie den Kli- gewährleisten. mawandel „erfahrbar“ zu machen. Zu jedem Spiel wird www.politik-lernen.at/pbunddigitaleslernen auch eine didaktische Umsetzung vorgeschlagen. -
Handbuch Gameskultur Warum Games Teil Der Kultur Familie Sind Olaf Zimmermann & Felix Falk
HAND HERAUSGEBER: OLAF ZIMMERMANN UND FELIX FALK BUCH GAMES KULTUR ÜBER DIE KULTURWELTEN VON GAMES HAND BUCH GAMES KULTUR HAND BUCH GAMES KULTUR HERAUSGEBER: OLAF ZIMMERMANN UND FELIX FALK INHALT INTRO GRUNDLAGEN WARUM GAMES 1.1 SPIELEN 023 TEIL DER KULTUR JENS JUNGE FAMILIE SIND 009 1.2 GAME STUDIES 029 OLAF ZIMMERMANN & GUNDOLF S. FREYERMUTH FELIX FALK 1.3 GAMEBEGRIFFE 034 TUTORIAL 012 JOCHEN KOUBEK CHRISTIAN HUBERTS & FELIX ZIMMERMANN 1.4 GESCHICHTE 039 NICO NOLDEN 1.5 SCHNITTSTELLEN 046 TIMO SCHEMERREINHARD 1.6 ERSTE SCHRITTE 049 DANIEL HEINZ & TORBEN KOHRING 1.7 KANON 053 ÇIĞDEM UZUNOĞLU & DAS TEAM DER STIFTUNG DIGITALE SPIELEKULTUR 002 —— 003 KUNST & KULTUR VERMITTLUNG 2.1 BILDENDE KUNST 063 3.1 SERIOUS GAMES 105 STEPHAN SCHWINGELER STEFAN GÖBEL 2.2 THEATER 069 3.2 ERINNERUNGS 110 JAN FISCHER KULTUR EUGEN PFISTER & 2.3 LITERATUR 074 FELIX ZIMMERMANN LENA FALKENHAGEN 3.3 SOZIALADÄQUANZ 116 2.4 FILM & SERIE 080 JÖRG FRIEDRICH ANDREAS RAUSCHER 3.4 KULTURARCHIVE 120 2.5 MUSIK 085 SEBASTIAN MÖRING MELANIE FRITSCH 3.5 BEWAHRUNG 125 2.6 GEWALT 091 ANDREAS LANGE JÖRG VON BRINCKEN 3.6 MUSEUM 131 2.7 ÄSTHETIK 097 LINDA PFISTER, CELINA RETZ, DANIEL MARTIN FEIGE SUSANNE GRUBE, ULRICH SCHMID & SABIHA GHELLAL 3.7 JOURNALISMUS 136 MICHAEL GRAF INHALT GEMEINSCHAFT DEBATTEN 4.1 COMMUNITYS 145 5.1 KULTURPOLITIK 177 BENJAMIN STROBEL OLAF ZIMMERMANN 4.2 LET’S PLAY 151 5.2 FÖRDERUNG 182 & STREAMING FELIX FALK VERA MARIE RODEWALD 5.3 GEFÄHRLICHE 186 4.3 COSPLAY 156 MEDIEN KAREN HEINRICH MARTIN ANDREE 4.4 MODDING 160 5.4 KILLERSPIELE 193 STEFAN KÖHLER ANDREAS GARBE 4.5 ESPORT 165 5.5 JUGENDSCHUTZ 199 MARKUS BREUER & MARTIN LORBER DANIEL GÖRLICH 5.6 DIVERSITÄT 203 4.6 EVENTS 171 NINA KIEL THORSTEN S. -
Initial Research & Analysis Report
Output 1: Initial Research & Analysis Report 1 Higher-ed Programmes for Careers in Game Design & Development (2019–2022) Credits GAMEHIGHED* * Higher-ed Programmes for Careers in Game Design & Development (2019–2022) GAMEHIGHED connects four universities and a game industry association in a 3-year project to develop innovative teaching programmes, open edu-resources [OER] and recommendations for higher education leading to game dev careers. Funded under Erasmus+, this is a Strategic Partnership with five Partners: Kazimierz Wielki University in Bydgoszcz, Poland (Coordinator) University of Jyvaskyla, Finland Charles University, Czechia Bahcesehir University, Turkey Czech Game Developers Association 2 Cover and layout design by İpek Torun. https://gamehighed.ukw.edu.pl/ With the support of the Erasmus+ Programme of the European Union Preface Games are changing and so do the players, and I'm not just talking about the gamer profiles. Production pipelines, monetization meth- ods, user interfaces, controller devices: all components of the game industry are changing rapidly, influenced by many different things like technological developments, social media trends, shifting hu- man psyche and so on. Game design and development education must definitely sync with the flow and adapt to the expectations of various stakeholders. This first output of "Higher-ed Programmes for Careers in Game Design & Development aka GAMEHIGHED" Erasmus+ project fo- cuses on the game education adventures of four countries (Poland, Finland, Czechia and Turkey), outlining their constraints and advan- tages as well as the specific needs and expectations of the host institutions. The GAMEHIGHED journey started with actual jour- neys as study visits to game universities and game scenes in İstan- 3 bul (BAU), Prague (CU + GDACZ), Jyväskylä (JYU) and Bydgoszcz (UKW). -
Herni Prumysl 2020.Indd
Český Czech 20 herní Game 20 průmysl Industry Lubor Kopecký Program Kreativní Evropa je program Evropské unie na podporu The Creative Europe programme is a European Union programme evropské kultury. Financuje širokou škálu projektů - kromě fi lmo- supporting European culture. It fi nances a broad array of projects – vých festivalů, literárních překladů nebo vývoje a distribuce fi lmů along with fi lm festivals, literary translations and fi lm development i vývoj videoher. and distribution, it also includes video game development. Cílem podpory je usnadnit vznik projektů, které jsou na rozdíl od The support aims to facilitate the development of projects which běžné produkce originální, kreativní a které posilují evropskou are original and creative and which promote European identity identitu a kulturní dědictví. V roce 2019 podpořil program Kreativní and cultural heritage. In 2019 the Creative Europe programme sup- Evropa 31 videoher z 15 zemí celkovou částkou 3,8 mil. EUR. Posled- ported 31 video games from 15 countries with total funding of EUR ním českým projektem, jemuž se podařilo fi nancování Kreativní 3.8 mil. The most recent Czech project to obtain Creative Europe Evropy získat, byla hororová adventura Someday You‘ll Return od funding was the horror adventure Someday You‘ll Return, released malého studia CBE Software, která vyšla v květnu 2020. in May 2020 by the small studio CBE Software. Český herní průmysl je důležitou částí evropské herní krajiny. The Czech game industry is an important part of the European Nabízí inspirativní projekty, obsah a kreativní tvůrce. Důkazem toho video game landscape. It off ers inspiring projects, content and cre- je i tento přehled českých herních studií, který jednou za dva roky ative developers. -
Waltman Spreadsheet
Video Game Website Link Notes IGN https://www.IGN.com Xbox Wire https://news.xbox.com/en-us Xbox-Focused Nintendo Life https://www.nintendolife.com Nintendo-Focused Game informer https://www.gameinformer.com Polygon https://www.polygon.com/gaming Xbox Live's Major Nelson https://www.majornelson.com Xbox-Focused VG247 https://www.vg247.com Eurogamer https://www.eurogamer.net My Nintendo News https://www.mynintendonews.com Nintendo-Focused Official PlayStation Blog https://blog.us.playstation.com Playstation-Focused PC Gamer Magazine https://www.pcgamer.com PC-Focused Kotaku https://www.kotaku.com Fextralife https://www.fextralife.com PCGamesN https://www.pcgamesn.com PC-Focused Rock, Paper, Shotgun https://www.rockpapershotgun.com Green Man Gaming Blog https://www.greenmangaming.com/blog N4G https://www.n4g.com SKOAR! https://skoar.digit.in Twinfinite https://www.twinfinite.net Gamasutra https://www.gamasutra.com/topic/console-pc Push Square https://www.pushsquare.com Playstation-Focused GamesIndustry International https://www.gamesindustry.biz Dev-Focused Siliconera https://www.siliconera.com Destructoid https://www.destructoid.com The Game Fanatics https://www.thegamefanatics.com Gamers Heroes www.gamersheroes.com PCInvasion https://www.pcinvasion.com DualShockers https://www.dualshockers.com Operation Sports https://www.operationsports.com Sports Game-Focused TouchArcade https://toucharcade.com Mobile Game-Focused ASTRO Gaming Blog blog.astrogaming.com GamingBolt.com https://www.gamingbolt.com Nintendo Everything https://www.nintendoeverything.com -
BAU), Prague (CU + GDACZ), Jyväskylä (JYU) and Bydgoszcz (UKW)
Output 1: Initial Research & Analysis Report 1 Higher-ed Programmes for Careers in Game Design & Development (2019–2022) Credits GAMEHIGHED* * Higher-ed Programmes for Careers in Game Design & Development (2019–2022) GAMEHIGHED connects four universities and a game industry association in a 3-year project to develop innovative teaching programmes, open edu-resources [OER] and recommendations for higher education leading to game dev careers. Funded under Erasmus+, this is a Strategic Partnership with five Partners: Kazimierz Wielki University in Bydgoszcz, Poland (Coordinator) University of Jyvaskyla, Finland Charles University, Czechia Bahcesehir University, Turkey Czech Game Developers Association 2 Cover and layout design by İpek Torun. https://gamehighed.ukw.edu.pl/ With the support of the Erasmus+ Programme of the European Union Preface Games are changing and so do the players, and I'm not just talking about the gamer profiles. Production pipelines, monetization meth- ods, user interfaces, controller devices: all components of the game industry are changing rapidly, influenced by many different things like technological developments, social media trends, shifting hu- man psyche and so on. Game design and development education must definitely sync with the flow and adapt to the expectations of various stakeholders. This first output of "Higher-ed Programmes for Careers in Game Design & Development aka GAMEHIGHED" Erasmus+ project fo- cuses on the game education adventures of four countries (Poland, Finland, Czechia and Turkey), outlining their constraints and advan- tages as well as the specific needs and expectations of the host institutions. The GAMEHIGHED journey started with actual jour- neys as study visits to game universities and game scenes in İstan- 3 bul (BAU), Prague (CU + GDACZ), Jyväskylä (JYU) and Bydgoszcz (UKW). -
Nejlepší Apky Na Předpověď Počasí
Android | iOS 28. číslo ZDARMA na prodejnách T-Mobile ZAVIROVANÝ MOBIL Jak poznat vir a jak se ho zbavit? + XCLOUD HRY Z XBOXU NA MOBILU! JAK BUDE? NEJLEPŠÍ APKY NA PŘEDPOVĚĎ POČASÍ iOS 14 APKY PRO MUZIKANTY ZÁLOHOVÁNÍ Test revolučního Skládejte, zpívejte, Jak ochránit fotky a další operačního systému nahrávejte! důležitá data v mobilu? Sto pečlivě vybraných aplikací, aby byl váš smartphone ještě chytřejší! Ú V O D E M Aplikace, hry, hudba, filmy i předplatné – nejen na Google Play a App Store. EDITORIAL Platební karta KDE NÁS není potřeba, útratu za aplikace si můžete připsat k vyúčtování operátora. NAJDETE DEVĚTADVACÁTÉ Troufnete si tipnout aktuální trend soci- ČÍSLO ČASOPISU álních sítí? Fotka vám dost napovídá… APPLIKACE ČEKEJTE Ano, jsou to fotografické filtry pro domá- cí mazlíčky, konkrétně pro psy a kočky. NA PRODEJNÁCH Nevěříte? Tak se přesvědčte sami. Stačí T-MOBILE ZAČÁTKEM stáhnout Snapchat, do vyhledávání za- PROSINCE 2020. dat „pet“ a pak už jen najít pejska nebo kočku, co se rádi fotí. Je neuvěřitelné, že i po sedmi letech, co píšeme časopis Applikace, nás apky stále dokážou překvapit a nadchnout. Kdybychom ale měli vyhlásit aplikaci Časopis YouTube čísla, nebyl by to Snapchat a jeho zvířecí Každá prodejna T-Mobile Archiv pořadů filtry, nýbrž Photoshop Camera. Nenech- te se vylekat názvem, aplikace není ur- Magazín Applikace vychází čtyřikrát do Pořad Applikace běžel na televizních obra- čena pro profesionální grafiky, nýbrž pro roka a přináší rady ohledně chytrých telefo- zovkách od roku 2014. Přes sto dílů pořadu nás, co rádi dáváme fotky na Instagram nů a tabletů. A samozřejmě tipy na ty nej- najdete na našem YouTube kanálu na ad- a Facebook. -
EDITORIAL Ker & Mckenzie, Frankfurt A.M
Zeitschrift für MMR IT-Recht und Recht der Digitalisierung TK . IT-Security . Medien . Robotik . KI . Datenschutz . Games In Kooperation mit: bitkom – Bundesverband Informationswirtschaft, Telekommunikation und neue Medien e.V. davit im DAV – Ar- beitsgemeinschaft IT-Recht im Deutschen Anwaltverein . eco – Verband der Internetwirtschaft e.V. game – Verband der deutschen Games-Branche e. V. VAUNET – Verband Privater Medien 8/2020 supplement HERAUSGEBER RAin Dr. Astrid Auer-Reinsdorff, FA IT-Recht, Ber- Protection of Minors in the lin/Lissabon/Vorstand Deutscher Anwaltverein – RA Prof. Dr. Oliver Castendyk, MSc. (LSE), Direk- Games Industry tor Allianz Deutscher Produzenten – Film & Fernse- hen e.V.,Berlin – Prof. Dr. Nikolaus Forgo ´ ,Profes- reading time: 11 minutes sor für Technologie- und Immaterialgüterrecht und or a long time now, digital games have been a big part of the play Vorstand des Instituts für Innovation und Digitalisie- rung im Recht, Universität Wien – RAin Prof. Dr. Fand leisure pursuits of children and minors and have obviously Sibylle Gierschmann, LL.M. (Duke University), FA also become a part of their daily routine. According to the 2019 JIM- Urheber- und Medienrecht, Hamburg – RA Prof. Dr. Christian-Henner Hentsch, M.A., LL.M., Lei- Study, 87 percent of all 12- to 19-year-olds at least sometimes play ter Recht und Regulierung beim game – Verband games via digital platforms. In the 6- to 13-year-old age group, two- der deutschen Games-Branche e.V.in Berlin/Profes- thirds regularly play digital games. The great excitement for the me- sor für Urheber- und Medienrecht an der Kölner Forschungsstelle für Medienrecht der TH Köln – dia games among children and young people is also to some extent Prof. -
Cze Ch Vide O Game Industr Y
CZECH VIDEO GAME INDUSTRY PC, CONSOLE AND MOBILE GAME DEVELOPERS IN CZECH REPUBLIC 2020 CZECH VIDEO GAME INDUSTRY PC, CONSOLE AND MOBILE GAME DEVELOPERS IN CZECH REPUBLIC 2020 The original 2019 version of this Study was prepared by the Institute for Digital Economy (www.digitalniekonomika.cz) in cooperation with the Czech Game Developers Association (www.gda.cz) with the support of Creative Europe Desk Czech Republic – MEDIA (www.kre- ativnievropa.cz). 2020 revision was prepared by the Czech Game Developers Association in cooperation with KROUPAHELÁN Law Office, which was responsible for gathering the data. CZECH GAME DEVELOPERS ASSOCIATION Czech Game Developers Association (GDACZ) brings together studios as well as individuals from game development, supports their interests, communicates with state institutions and helps the games industry in Czech Republic. CREATIVE EUROPE MEDIA The MEDIA sub-programme of Creative Europe supports the EU film and audiovisual industries financially in the development, distribution and promotion of their work. It helps to launch projects with a European dimension and nurtures new technologies; it enables European films and audiovisual works including fea- ture films, television drama, documentaries and new media to find markets beyond national and European borders; it funds training and film development schemes. KROUPAHELÁN KROUPAHELÁN is a law firm, but don‘t look for classic lawyers from the 1990s. Understandable, open, perceptive and little crazy. The authors of the AAA video game, which may or may