Achievement, As Motivation Component for Gamers 52 Active

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Achievement, As Motivation Component for Gamers 52 Active Index A Bethesda 177 ABI, see Annual Business Inquiry (ABI) Big Pixel Studios 147 achievement, as motivation Bioware 40 component for gamers 52 Black Ops 43 Active Worlds 194, 197, 204 Black Rock Studios 40 Activision 28, 43, 51, 77 Blitz 77 Age of Empires for Mobile 160 Blizzard 41 analysis 154–6 Blockbuster game 3, 30, 40, 45 development story 152–3 blockbuster model 40, 45 violent content 153–4 BoardX 180 agglomeration 9, 16, 20 Bodycount 143 agile project management Bourdieu, P. 6, 7, 107, 112, 115, 119, methods 117 167, 169, 170, 171 agile project models 56 Broken Sword 16 Alice in Wonderland 115 Build-a-bear 35 Alienware 174 Bungie Studios 109, 177 alpha version of the game 57 business birth-rate 2 Alphaville 194, 201 business death-rate 2 Alternative Reality Games business models 5, 24, 28, 69 (ARGs) 109–10 of computer games industry 29–31 ambidexterity literature 86–7 demographic changes and 34–5 ambidextrous organizations 86, 87, downloadable content (DLC) 41 100 emerging, risk implications Annual Business Inquiry (ABI) 23 of 72–5 APB 4, 76–9 games production networks Apple 35, 37–8, 68, 117, 143–4 and 66 App Store (Apple) 37–8, 68 intellectual property (IP) arcade machine 105 based 68–72 ARGs, see Alternative Reality Games pricing strategy elements of 42–4 (ARGs) work-for-hire (WFH) based 66–8 art, and computer games industry Buy-the-Box games 41 72, 170 artistic interests 6 C Assassin’s Creed 40 Call of Duty (COD) 28, 40, 43, 160 audio-visual industry, workers in 14 career entry 130 avatar 7, 35, 51, 142, 186, 187, careers, in computer games 189–94, 197, 198–200, 203 industry 125, 129–31 Castle Wolfenstein 170 B Casualty Actuarial Society 70 Barbie 35 Championship Manager 76 Battlestar Galactica 49 children beta testing 70, 77, 203 violent games to 143, 145, 146, 160 beta version of the game 57 virtual worlds for 35–6, 45 211 212 Index Club Penguin (Disney) 35 production logic vs. market clustering, in creative logic 50 industries 12–13, 20 production networks 66, 67, 80 clusters 9, 12–13, 15, 20, 53–4, 65, product lifecycle 19–20 76, 83, 89 retail, changes in 39–41 COD, see Call of Duty (COD) role of consumers in, see Codemasters 143, 147 consumers Cohort Studios 76, 79–80 role of creativity in 105–18 collaborative peer review 126 spatial logic of 18–21 co-location 9, 12, 13, 15, 16, 20 traditional business-to-business commercial interests 6, 48, 136 relationships within 67 commercialization 49, 137 United Kingdom 16–21 ‘committed’ gamers 32 wages in 19 commodification 172, 175 watershed moments in 51 commodity fetishism 172 women in 23 communities of practice 15–16, 88, workforce in 18 194 ‘Connexity’ 170 competition, in market 2, 82–3, 90 consoles, games for 36–7, 51, 174 computer games industry, see also consumer-led change 29–31 creative industries consumer-led innovation 29–31 business models 29–31 consumer motivation 50 career paths 125 consumers careers in 129–31 attractiveness of video challenges for 86, 97–9 games to 67 characteristics 105–6 as co-producer 6 claim made for 171 and cultural industries 49–50 consumer-led innovation in 29–31 demographic change in 31–4, consumer perspective and 49–51 38, 44 critical perspectives on 166–83 of digital content 28 cultural ubiquity of 169 as game-testers 57 as culture industry 180–3 influence into game 54–8 in Dundee 75–6 market, for video games 51 elements of 3 perspectives, on video employment in 168 games 49–51 employment nature 18 role of 48–60 in global information satisfaction 59 economy 168–71 content, user-generated 5, 30, 66, growth of 65 194 as heterogeneous sector 21–4 coproduction 3, 48 human resource management Counter-Strike 31 in, see human resource creative careers 130 management (HRM) creative class, Florida’s theorization Internet, impact on 68 of 179 market, nature of 51–4 creative economy 9, 16–20, 22, 23, mobile technologies and 68 24, 171, 175 organizational structure 17–18 creative industries 15, 16, 22, overview 9–10 106, see also computer games post-Fordist development 175–80 industry pricing strategy 42–4 benefits 11 Index 213 clustering in 12–13 Department of Culture, Media and defined 10–11 Sport (DCMS) 10, 16, 23 development, as policy Green Paper on Government and the priority 10–12 Value of Culture 178 industrial structure of 13 Develop 100 list 143 and labour market 12–13 digital games industry, sustaining measuring the sector 23 business in 82 products, see creative product Disney 35 spatial/place-based factors 12–16 distance paradox 133, 138 statistics 11 DLC, see downloadable content (DLC) work practices in 135–6 DMA Design 21, 75–6 Creative Industries Task Force 9, 10 Doom 170 creative outcome, defined 111 downloadable content (DLC) 30, 31, creative product 13, 16, 17 41–3 creative task, defined 111 Dreamcast 41 creative workforce 123 ‘dual currency items’ 43 creativity 6, 110–13, 131–2 Dundee 3, 78, 79, 80, 150 charismatic ideology of 169 computer games industry of 75–6 debate on 111 Dungeon and Dragons 114 forms of 109–10 Dynamo Games 76 organizational culture and 131–2 organizational structure and E 132–5 EA, see Electronic Arts (EA) paradigm, ubiquity of 180 educational provision 125 possibilities 116–18 EGDF, see European Games Developer role of 105–18 Federation (EGDF) 105 romantic concept of art and Eidos 177 115–16 Electronic Arts (EA) 42, 59, 76, 143, cross-licensing 35–6 177, 202 crowd funding 1 employment 123 Crytek GmbH 40 in computer games industry 18, cultural industries 177, 179, 180 131, 168 consumers and 49–50 in creative industries 11 defined 10 enterprise risk management games industry as 180–3 (ERM) 80 cultural phenomenon 4 in intellectual property business culture, and computer game model 70–1, 80 industry 97, 170 Entertainment Retailers Association Curve Studios 147 (ERA) 39 cyberfeudalism 206 Entertainment Software Association cyberspaces 186, 193–4, 197, 201, (ESA) 32, 33, 52, 105 206–7 Entropia 195, 199 environmental sensing 100 D ERA, see Entertainment Retailers Darfur is Dying 170 Association (ERA) DCMS, see Department of Culture, ERDF, see European Regional Media and Sport (DCMS) Development Fund Death Race 142 ERM, see enterprise risk management DeNA 60 (ERM) 214 Index ESA, see Entertainment Software committed 32 Association (ESA) defined 34 escapism 52 female 38, 44 European Games Developer fun experienced by 57 Federation (EGDF) 105 intermittent 32 European Regional Development male 38 Fund 21 motivation of 52 Everquest 77, 193, 194, 198 US profile of 33, 52 Everquest II 77 Gamers in the UK: Digital Play, Digital expand-and-shrink cycle 92 Lifestyles 32 exploration-exploitation Gamesblog 75 dilemma 133 GamesIndustry International 2, 82 external environment, and business games production networks 65, 66, sustainability 89–91 67, 80 extrinsic rewards 127–8 GameStop 60 game studios 56, 61 F list of 147 Fable 16 quality of life in 146, 148 Facebook 30, 35, 38–9, 48, 60, responsibilities of 142 187–8, 191 studies of well-being in 146–8 face-to-face exchange 15 game-testers, consumers as 57 failsafe games 57 gamework well-being 157–9 Fallen Tree Games 147 conceptualization of 159 Farmville 43 Gartner Industries 186–7 female gamers 38, 44 gate-keeper 69 field (Bourdieu) 112 gender segmentation 122 homogeneous 113–16 ghost effect 172 film industry 13, 22, 57, 65, 106, global information economy 169, 170, 183 computer games industry finance 1, 79, 89, 128 in 168–71 financing 48, 73, 80, 137 gold-farming 44 financial risks 71 gold master 57 Fordist systems 177–8 Goo 150, 152, 154, see also Age of 4J 76 Empires for Mobile Foxconn 143–4, 176 Google 68, 132, 197 Frankfurt School 181 Grand Theft Auto 21, 76, 77, 170 freemium 1, 29, 35, 42, 43, 45, 45 Grand Theft Auto IV 16, 176 Freestyle Games 147 Gree 60 Free2Play 1 Greenhouse 68 Fret Nice 118 Green Paper on Government and the Friends 49 Value of Culture (DCMS) 178 functional skills 94 gross value added (GVA) 11 fun, experienced by gamers 57 The Guardian 75, 77, 143 Guild Wars 41, 195 G GVA, see gross value added Game Boy Advance 76 GameMaker (YoYo Game) 30 H gamers 30, 194, see also consumers Habbo Hotel 195 behaviour, violent games and 144–6 Habitat 193, 198 Index 215 habitus (Bourdieu) 6, 112, 115, 116, IMVU, see Instant Messaging Virtual 119 Universe (IMVU) Half Life 31, 170 The Independent Game Developer Halo 177 Association (TIGA) 105 Halo 2, 109–10 industry-led innovation, in computer hard currency 43 games industry 30 The Haunted Apiary 109 innovation(s) 93, 107, 133, 147, 170 hazard risks 71 business model 1, 5, 30, 38, 68 Hello Games 147 consumer-led 29–31 HRM, see human resource disruptive 1 management (HRM) hardware 67 hubs 9, 12, 19, 20, 150 industry-led 30 human resource management open 1, 3 (HRM) 122–37 technological 29, 85, 169 creative individuals innovator 73, 87, 133, 192 careers of 129–31 Instant Messaging Virtual Universe characteristics of 124 (IMVU) 187 development of 128–9 Institut de l’Audiovisuel et des motivation and reward 127–8 Télécommunications en Europe performance (IDATE) 1 management 126–7 intellectual property (IP) business resourcing 123–5 model 2, 11, 66, 68–70, 82, and employment context of 87, 92–3, 107, 128, 197 creative workers 131–7 centrality of 93 management and enterprise risk management leadership 135–7 in 70–1 organizational culture and IP imperative 97–8 creativity 131–2 risk exposure variation 73–5 organizational structure and subordination of WFH to 100–1 creativity 132–5 uncertainties of 98 overview 122–3 interaction, as VW (virtual world) dimension 190, 193 I Interactive Software Federation IDATE, see
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