OIKONOMOS Journal of Social Market Economy 2(11), 2018.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

OIKONOMOS Journal of Social Market Economy 2(11), 2018.Pdf OIKONOMOS: Journal of Social Market Economy 2(11), 2018 Oikonomos European Research Association Vilnius, Lithuania, 2018 OIKONOMOS: Journal of Social Market Economy (Lithuania) 2(11), 2018 “OIKONOMOS: Journal of Social Market Economy” – научный рецензируемый журнал, зарегистрированный в Литовской Республике. В журнале публикуются исследования по экономике и смежным дисциплинам. Основными тематическими направлениями журнала являются: история и теория концепции ордолиберализма и социального рыночного хозяйства, христианская социально-экономическая мысль, современное экономическое развитие стран Восточной Европы и постсоветского пространства, теория и практика корпоративной социальной ответственности и социального предпринимательства. Журнал включен в Российский индекс научного цитирования (РИНЦ). Договор № 721-11/2015 от 12.11.2015. Web: oikonomos-journal.org E-mail: [email protected] Tel.: +370 676 60 722 Журнал основан и издается Европейской исследовательской ассоциацией “Oikonomos” (LT-08221 Kalvarijų g. 125, Vilnius, Lithuania) Web: era-oikonomos.org РЕДАКЦИОННЫЙ СОВЕТ Константин Голубев (главный редактор) – доктор экономических наук, кандидат богословия, профессор Белорусского государственного эконо- мического университета (Минск, Беларусь); Юлия Чайковская (выпускающий редактор) – кандидат экономических наук (Минск, Беларусь); Сергей Лукин – доктор экономических наук, профессор Белорусского государственного университета (Минск, Беларусь); Ромас Лазутка (Romas Lazutka) – доктор экономических наук, профес- сор Вильнюсского университета (Литва); Петр Пыш (Piotr Pysz) – доктор экономических наук, профессор Выс- шей школы финансов и управления в Белостоке (Польша), Колледжа бизнеса и технологий (Фехта, Германия); Михаил Румянцев – доктор экономических наук, доцент Санкт-Петер- бургского государственного университета (Россия); Данила Расков – кандидат экономических наук, доцент Факультета сво- бодных искусств и наук (Смольный институт) Санкт-Петербургского го- сударственного университета (Россия); Михал Мошински (Michal Moszynski) – PhD in Economics, Универси- тет Николая Коперника в Торуни (Польша); Вольфганг Зендер (Wolfgang Sender) – PhD in Political Science, дирек- тор Белорусского представительства Фонда им. Конрада Аденауэра (Вильнюс, Литва). ПЕРЕВОД: Светлана Носова ISSN 2351-616X Решение о публикации присланных статей принимается Редакционным советом на основании научной ценности статьи, ее соответствия тематическому профилю журнала и положительной рецензии. © OIKONOMOS OIKONOMOS: Journal of Social Market Economy (Lithuania) 2(11), 2018 “OIKONOMOS: Journal of Social Market Economy” is a scientificjournal with peer reviews, registered in the Republic of Lithuania. The Journal publishes research articles on economics and related spheres. The main areas for publication are: history and theory of ordoliberalism and social market economy, Christian social and economic teaching, contemporary economic development of Eastern European and post-Soviet countries, theory and practice of corporate social responsibility and social entrepreneurship. The journal is included in the Russian Science Citation Index (RISC). Contract № 721-11/ 2015 from 11.12.2015. Web: oikonomos-journal.org E-mail: [email protected] Tel.: +370 676 60 722 The Journal was founded and is published by the “Oikonomos European Research Association” (LT-08221 Kalvarijų g. 125, Vilnius, Lithuania) Web: era-oikonomos.org EDITORIAL BOARD Konstantin Golubev (Editor in Chief) – Doctor of Economics, Candidate of Theology, Professor of Belarus State Economic University (Minsk, Belarus); Yuliya Chaikouskaya (Executive Editor) – Candidate of Economics (Minsk, Be larus); Siarhei Lukin – Doctor of Economics, Professor of Belarusian State University (Minsk, Belarus); Romas Lazutka – Doctor of Economics, Professor of Vilnius University (Lithua nia); Piotr Pysz – Doctor of Economics, Professor of University of Finance and Management in Białystok, (Poland), College of Business and Technology (Vechta, Germany); Mikhail Rumiantsev – Doctor of Economics, Associate Professor of Saint- Pters burg State University (Russia); Danila Raskov – PhD in Economics, Associate Professor of Faculty of Liberal Arts and Sciences (Smolny College) of Saint-Petersburg State University (Russia); Michal Moszynski – PhD in Economics, Nicolaus Copernicus University in Toruń (Poland); Wolfgang Sender – PhD in Political Science, Resident Country Director of Konrad Adenauer Foundation for Belarus (Vilnius, Lithuania) TRANSLATION: Sviatlana Nosava ISSN 2351-6178 Publication decisions are made by the Editorial Board and are based on the article’s scientific value, its relevance to the Journals mission, and positive peer reviews. © OIKONOMOS СОДЕРЖАНИЕ Христианская социально-экономическая мысль Андрей Данилов Концепция христианского экологического отношения к природе по Владимиру Соловьеву ................................................ 6 Социально-экономические процессы на постсоветстком пространстве Иван Благих, Иван Громов Ресурсный потенциал российского информационного сектора и перспективы развития цифровой экономики в России ................................................................................................... 16 Любовь Кравченко Модель инновационно-логистического развития экспортного потенциала предприятий ................................................................... 31 Тенденции развития мировой экономики Юлия Чайковская Роль института свободных экономических зон в развитии китайской экономики .......................................................................... 40 Вера Ожигина Зоны свободной торговли Сербии: опыт проектирования и перспективы для ЕАЭС и Украины .............................................. 50 Экономические аспекты развития Республики Беларусь Дмитрий Швайба Методические решения по проведению уровневых измерений социально-экономической безопасности промышленного сектора ..................................................................... 73 Алеся Романчук Республика Беларусь в международных индексах ....................... 84 CONTENTS Christian Social and Economic Thought Andrey Danilov The Concept of the Christian Environmental Relation to Nature by Vladimir Solovyov ............................................................................. 6 Social and Economic Processes in the Post-Soviet Space Ivan Blagikh, Ivan Gromov The Resource Potential of the Russian Media Sector and Prospects for the Digital Economy Development in Russia ..... 16 Lubov Kravchenko A Model of the Innovative and Logistic Development of the Export Potential of Enterprises .................................................. 31 Trends in the World Economy Yuliya Chaikouskaya The Role of the Institute for Free Economic Zones in the Development of the Chinese Economy ..................................... 40 Vera Ozhigina Free Trade Areas of Serbia: Design Experience and Perspective for the EAEU and Ukraine ........................................................................... 50 Economic Aspects of Development of the Republic of Belarus Dzmitry Shvaiba Methodological Solutions for Level Measurements of Socio-Economic Security of the Industrial Sector .......................... 73 Alesia Romanchuk The Republic of Belarus in the International Indices ......................... 84 А.В. ДАНИЛОВ КОНЦЕПЦИЯ ХРИСТИАНСКОГО ЭКОЛОГИЧЕСКОГО ОТНОШЕНИЯ К ПРИРОДЕ ПО ВЛАДИМИРУ СОЛОВЬЕВУ Аннотация. Концепция христианской экологии начинает складывать- ся в последней четверти XIX-го века на пересечении православной антропо- логии и религиозно-философского учения о всеединстве. В статье показано как контуры концепции христианской экологии формируются в трудах ве- ликого русского религиозного мыслителя Владимира Сергеевича Соловьева. Ключевые слова: экология, этика, христианство, природа, человечество, цивилизация, право, окружающая среда, справедливость, ответственность. УДК 17.025 Данилов Андрей Владиленович ([email protected]), док- тор философии, кандидат богословия, зав. кафедрой религиоведе- ния Института теологии, Белорусский государственный университет, г. Минск, пр. Независимости, 24, к. 106, +375295030350. В последние годы одной из актуальных и часто дискутируемых тем в богословии стала экологическая проблематика. Так в «Основах социаль- ной концепции Русской Православной Церкви» весь XIII раздел («Цер- ковь и проблемы экологии») посвящен ей. Речь идет о «безудержной экс- плуатации экосистем» и критике «хозяйственного эгоизма». Намечается формирование в теологии новой научной области – христианской эко- логии. Складывается впечатление, что до 90-х гг. ХХ в. богословы прак- тически не работали в этом проблемном поле (Данилов 2017, с. 10). Да и сама экология – дисциплина довольно молодая. Однако такое представление в корне неверно. Концепция христиан- ской экологии начинает складываться в последней четверти XIX-го века на пересечении православной антропологии и религиозно-философ- ского учения о всеединстве. Впервые контуры концепции христианской экологии формируются в трудах великого русского религиозного мыс- лителя Владимира Сергеевича Соловьева (1853–1900). Концептуальные подходы этого философа к проблематике требующегося нового взаимо- отношения человека и природы на столетие опережают интенции совре- менной экологической мысли. Насколько мне известно, и это подтвердил мне во время наших встреч профессор из университета в Падерборне Ганс Гляйкснер, немецкий ис- следователь творческого наследия великого русского мыслителя, вопрос о приоритете Владимира Соловьева в
Recommended publications
  • Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming
    Sparking a Steam Revolution: Examining the Evolution and Impact of Digital Distribution in Gaming by Robert C. Hoile At this moment there’s a Renaissance taking place in games, in the breadth of genres and the range of emotional territory they cover. I’d hate to see this wither on the vine because the cultural conversation never caught up to what was going on. We need to be able to talk about art games and ‘indie’ games the ways we do about art and indie film. (Isbister xvii) The thought of a videogame Renaissance, as suggested by Katherine Isbister, is both appealing and reasonable, yet she uses the term Renaissance rather casually in her introduction to How Games Move Us (2016). She is right to assert that there is diversity in the genres being covered and invented and to point out the effectiveness of games to reach substantive emotional levels in players. As a revival of something in the past, a Renaissance signifies change based on revision, revitalization, and rediscovery. For this term to apply to games then, there would need to be a radical change based not necessarily on rediscovery of, but inspired/incited by something perceived to be from a better time. In this regard the videogame industry shows signs of being in a Renaissance. Videogame developers have been attempting to innovate and push the industry forward for years, yet people still widely regard classics, like Nintendo’s Legend of Zelda: Ocarina of Time (1998), as the best games of all time. As with the infatuation with sequels in contemporary Hollywood cinema, game companies are often perceived as producing content only for the money while neglecting quality.
    [Show full text]
  • The World Economy Today
    THE WORLD ECONOMY TODAY: Major Trends and Developments First Edition 1 2 THE WORLD ECONOMY TODAY: Major Trends and Developments First Edition Joint publication, comprised of selected works of renowned scholars and experts representing: University of Antwerp, Belgium Bond University, Australia Center for Education, Policy Research and Economic Analysis ALTERNATIVE, Armenia Delft University of Technology, Netherlands Zhejiang Gongshang University, China International Monetary Fund, HQ in Washington D.C., USA University of San Francisco, USA Shinawatra International University, Thailand United Nations University, Belgium Yerevan State University, Armenia 3 Liliane Van Hoof, Ph.D., Professor of International Business Evrard Claessens, Professor of Economics L. Cuyvers, Professor of International Economics, Stijn Verherstraeten, Research Assistant Céline Storme, Industry Management Consulting Liesbeth Van de Wiele, Consultant Philippe Van Bets, MBA at University of Antwerp Michel Dumont, Ph.D., Assistant Professor of Economics of Innovation at Delft University of Technology P. De Lombaerde, Associate Director at United Nations University Rosita Dellios, PhD, Associate Professor of International Relations at Bond University, Gold Coast, Australia Ararat Gomtsyan, Ph.D., Senior Analyst, Armen Safaryan, Ph.D., Senior Analyst Tamara Grigoryan, MBA, Senior Analyst at Center for Education, Policy Research and Economic Analysis ALTERNATIVE, Armenia 4 Guillermo Tolosa, IMF Resident Representative to Armenia International Monetary Fund, Headquartered
    [Show full text]
  • GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
    TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines.
    [Show full text]
  • Game Developer Power 50 the Binding November 2012 of Isaac
    THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms.
    [Show full text]
  • Case Study the Indie Game Industry and Help Indie Developers Achieve
    CASE STUDY THE INDIE GAME INDUSTRY AND HELP INDIE ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ DEVELOPERS ACHIEVE THEIR SUCCESS IN DIGITAL MARKETING ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ A thesis presented to the academic faculty in partial fulfillment of the requirement ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ for the Degree Masters of Science in Game Science and Design in the ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ College of Arts, Media and Design ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ by Mengling Wu ​ ​ Northeastern University ​ ​ Boston, Massachusetts ​ ​ December, 2017 ​ ​ NORTHEASTERN UNIVERSITY ​ ​ Thesis Title: Case Study The Indie Game Industry And Help Indie Developers Achieve Their Success In ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ Digital Marketing ​ ​ Author: Mengling Wu ​ ​ ​ ​ Department: College of Arts, Media and Design ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ Program: Master’s in Game Science and Design ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ Approval for Thesis Requirements of the MS in Game Science and Design ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ Thesis Committee ​ ​ _____________________________________________ __________________ ​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​ Celia Pearce, Thesis Committee Chair Date ​ ​ ​ ​​ ​ ​ ​ ​ ​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​ _____________________________________________
    [Show full text]
  • Indie and Dōjin Games: a Multilayered Cross-Cultural Comparison by Mikhail Fiadotau, 39
    Issue 10 (2019) articles “How video games changed my life”: Life-Changing Testimonies and The Last of Us by Heidi Rautalahti, 1 Indie and Dōjin Games: A Multilayered Cross-Cultural Comparison by Mikhail Fiadotau, 39 Decoding Fantasy Football: A Ludic Perspective by Aditya Deshbandhu, 85 interview Interview with Matthias Kempke on Ken Follett’s The Pillars of the Earth by gamevironments, 117 Indie and Dōjin Games: A Multilayered Cross-Cultural Comparisoni Mikhail Fiadotau Abstract The article provides a comparative account of two paradigms of independent videogame production: the Japanese dōjin (doujin) games and the increasingly global indie games. Through a multilayered analysis, it expounds the conceptual metaphors associated with indie and dōjin games, traces the two movements’ respective histories, situates them in wider media environments, and compares their characteristic traits. Keywords: Indie games, Dōjin games, Participatory culture, Cultural history, Gaming in Japan, Hobbyist game development, gamevironments To cite this article: Fiadotau, M., 2019. Indie and dōjin games: a multilayered cross- cultural comparison. gamevironments 10, 39-84. Available at http://www.gamevironments.uni-bremen.de. 39_______ Introduction When a study of independent videogame production touches upon the issue of cultural variation, one concept that comes up often is dōjin gēmu (alternatively rendered as doujin geemu or doujin soft): a term denoting the Japanese tradition of hobbyist game making, which is assumed to be either the Japanese equivalent of the predominantly Western phenomenon of indie gaming or at least something comparable to it. In Japan, as well, the term indīzu (indie) commonly occurs in conjunction with dōjin, though perhaps more often in juxtaposition than in analogy.
    [Show full text]
  • Zkm Gameplay
    zkm_gameplay start new game ! Bernhard Serexhe ZKM_Gameplay The Game Platform at the ZKM At all times and throughout their history since then, but also the increased impor- humans have played; indeed, one could tance of video games as a general cultural even say that the entire development of technology. In youth culture, video games humankind, its evolution both as individ- have become one of the leading media uals and as a species, depends to a great in digital society. This is why, all over the extent upon play, whether purposeless or world, academies of art and design have purposeful, the pleasurable and natural introduced study courses where the exploration of one’s abilities and social production and design of video games is competence, as well as the testing and taught. Through their massive use by all constant pushing back of one’s limits. public media, advertising, and the film Children explore their environment in play, industry in particular, video games increas- just as both teenagers and adults learn ingly leave their imprint on our images of the material and social conditions of our real and virtual worlds. complex world through play. The use of digital technologies in art Thus, naturally, the game as a medium cannot be distinguished from their use in was already a focal point of the ZKM from video games. Artists have always engaged very early on. Since the mid 1990s, the creatively and enthusiastically with the ZKM | Media Museum has systematically potential of games and play, and thus added video and computer games to have contributed substantially to the its collection.
    [Show full text]
  • Annual Report]
    2007 University Of Queensland Library [ANNUAL REPORT] Introduction ..................................................................................................................................................... 5 Research and research training .......................................................................................................................... 5 Teaching and learning ............................................................................................................................................. 6 Community partnerships ....................................................................................................................................... 7 Our Mission ....................................................................................................................................................... 9 Our Values ......................................................................................................................................................... 9 Library Committee of the Academic Board ......................................................................................... 10 Highlights of 2007 ........................................................................................................................................ 12 Mapping our future .................................................................................................................................................. 12 Project Management Framework .....................................................................................................................
    [Show full text]
  • Basics of Platform Games
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Theseus Toni Minkkinen Basics of Platform Games Tradenomi Tietojenkäsittely Syksy 2016 TIIVISTELMÄ Tekijä(t): Minkkinen Toni Työn nimi: Basics of Platform Games Tutkintonimike: Tradenomi, Tietojenkäsittely Asiasanat: Tasohyppelypeli, pelimekaniikka, pelin kehitys Tämän opinnäytetyön tavoitteena on jakaa löytämäni tieto tasohyppelypeleistä ja niiden kehittämisestä. Tämä pitää sisällään tietoa tasohyppelyn määritelmistä, historiasta, ominaisuuksista sekä erilaisista tavoista kehittää tasohyppelypelejä. Opinnäytetyön alussa käyn läpi tasohyppelypelin määritelmät ja alagenret. Sen jälkeen opinnäytetyö sisältää tasohyppelypelien tärkeimmät kehitysaskeleet vuosien saatossa. Määritelmien ja historian jälkeen opinnäytetyö keskittyy tasohyppelypelien kehittämiseen. Lopulta kerron omasta oppimisprojektistani sekä ajatuksistani siihen liittyen. ABSTRACT Author(s): Minkkinen Toni Title of the Publication: Basics of Platform Games Degree Title: Bachelor of Business Administration, Business Information Technology Keywords: platformer, game mechanic, game development The goal of this thesis is to share the information I have found about platform games and developing them. This includes information about the different definitions of platformers, their history, the features related to them and the different ways to develop platform games. In the beginning of this thesis, I go through definitions of platform games and its sub-genres. Thereafter, the thesis contains
    [Show full text]
  • Nostalgia in Retro Game Design
    Nostalgia in Retro Game Design Maria B. Garda University of Lodz Institute of Modern Culture ul. Franciszkańska 1/5, 91-431 Łódź [email protected] ABSTRACT I distinguish between two kinds of nostalgia in retro game design – restorative and reflective. The former manifests itself in ‘total restoration of monuments of the past’, while the latter ‘lingers in the dreams of another place and another time’. Restorative nostalgia is visible in the retrogaming practices, such as creation of emulators, appreciation of classic titles and remaking them for new platforms. Reflective nostalgia is more detached from the past and sees history of the medium as a set of styles, it serves creativity and artistic erudition. In the article I elaborate on the nostalgic gestures of independent game designers in games such as Hotline Miami, Fez, FTL: Faster than light and McPixel. I argue that retro games are an exceedingly heterogeneous group with different authors having different objectives and motivations. Keywords nostalgia, retro style, game design, history of games INTRODUCTION The avant-garde is now an arrière-garde. Simon Reynolds The notion of nostalgia is omnipresent in popular culture that is obsessed with its own history. A certain kind of retromania (see Reynolds 2011) is present in practically every possible aspect of cultural practice from fashion to design to music to videogames. These retro tendencies manifest themselves in a general fascination with ‘the vintage’. The outdated aesthetics of the past half-century is now recreated, reconfigured, rediscovered, and recycled in the modern context. It is important to notice that ‘retro’ means focusing on the recent past and not on the classical antiquity or the Middle Ages as it used to be in the case of Renaissance or Romanticism (Guffey 2006, 10).
    [Show full text]
  • Game Changers: Everyday Gamemakers and the Development of the Video Game Industry
    GAME CHANGERS: EVERYDAY GAMEMAKERS AND THE DEVELOPMENT OF THE VIDEO GAME INDUSTRY by Christopher James Young A thesis submitted in conformity with the requirements for the degree of Doctor of PhiLosophy FacuLty of Information University of Toronto © Copyright by Christopher James Young 2018 Game Changers: Everyday Gamemakers and the DeveLopment of the Video Game Industry Christopher James Young Doctor of Philosophy Faculty of Information University of Toronto 2018 Abstract 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 gamemakers are digital game creators who share multiple professional and leisure-based gamemaking identities, including developers, “indies,” modders, user-generated content creators, and writers of interactive fiction. Since the Apple App Store opened in 2008, game engines and digital venues have developed and enabled widespread production and distribution of digital games. Game engines such as Unity3D, GameMaker Studio, and Construct 2, which simplify the process of making a digital game using “drag-and-drop” tools and editors, have enabled a range of gamemakers with no programming or artistic experience and training to create digital games. The simultaneous release of digital platforms such as Google Play, Steam, and itch.io, has also streamlined the process of distributing digital games into new and traditional communities of players. These developments have emerged because the video game industry perceives everyday gamemakers to be innovators in diversifying and producing products, creating jobs, and increasing profits. However, I argue that the inclusion of the everyday gamemaker has simultaneously enabled local and grassroots norms and practices to transform the production process of digital game creation in the global video game industry.
    [Show full text]
  • A Look Into the Industry of Video Games Past, Present, and Yet to Come Chad Hadzinsky Claremont Mckenna College
    Claremont Colleges Scholarship @ Claremont CMC Senior Theses CMC Student Scholarship 2014 A Look into the Industry of Video Games Past, Present, and Yet to Come Chad Hadzinsky Claremont McKenna College Recommended Citation Hadzinsky, Chad, "A Look into the Industry of Video Games Past, Present, and Yet to Come" (2014). CMC Senior Theses. Paper 842. http://scholarship.claremont.edu/cmc_theses/842 This Open Access Senior Thesis is brought to you by Scholarship@Claremont. It has been accepted for inclusion in this collection by an authorized administrator. For more information, please contact [email protected]. Claremont McKenna College A Look into the Industry of Video Games Past, Present, and Yet to Come SUBMITTED TO Professor Arthur Lee AND DEAN NICHOLAS WARNER BY Chad Alexander Hadzinsky for SENIOR THESIS 2014 April 28th Abstract Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past will need to find ways to adapt if they wish to remain successful in the growing industry. Looking at how past trends and technological innovations have driven the industry gives understanding and insight into where it is at today and where it will go in the future.
    [Show full text]