The Video Game Industry and Its Influence on Society
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Memoria Del Reportaje, Jorge
Indice de contenidos. 1. Resumen. Pág. 2 2. Palabras clave. Pág. 2 3. Introducción. Pág. 4 3. 4. Hipótesis y Objetivos. Pág. 5 4.1. Hipótesis. Pág. 5 4.2. Objetivos. Pág. 5 4. 5. Metodología. Pág. 6 5.1. El reportaje, un marco teórico. Pág. 7 4.2. 5. 2. Dificultades. Pág. 8 5.3. Diario de trabajo. Pág. 9 6. Reportaje. Pág. 16 7. Conclusiones. Pág. 34 7.1. Sobre la hipótesis. Pág. 34 7.2. Sobre los Objetivos. Pág. 35 7.3. Conclusiones. Pág. 36 8. Referencias Bibliograficas y fuentes. Pág. 39 8.1. Libros. Pág. 39 8.2. Artículos y fuentes cibernéticas. Pág. 39 8.3. Fuentes académicas. Pág. 40 8.4. Fuentes Orales. Pág. 40 8.5. Videojuegos. Pág. 40 1 1. Resumen. El objetivo de este trabajo es el de mostrar las relaciones internas entre las empresas dedicadas al desarrollo de videojuegos y la prensa especializada del videojuego, habida cuenta de la importancia que el ocio electrónico está adquiriendo en la sociedad, y la influencia que los medios de comunicación pueden ejercer en el público. Por tanto, se analiza el propio universo del videojuego y su significado cultural, así como la propia prensa especializada y su evolución, para terminar con la realización de un reportaje con la información obtenida a través de las múltiples fuentes y la credibilidad de las críticas de videojuegos realizadas en estos medios especializados. La mayor motivación para realizar este trabajo es la de comprender la telaraña mediática en este sector en España y su importancia real para el consumo de videojuegos por parte del público, teniendo en cuenta el importante factor económico que se halla detrás de esta aún relativamente reciente alternativa de ocio, que se está convirtiendo en la más importante económica y socialmente durante este siglo. -
Senran Kagura 12 La Historia De Zelda 26
OPINIÓN EN MODO HARDCORE TodoMARZO 2016 JuegosNÚMERO 41 OPINIÓN | REPORTAJES | NOTICIAS | AVANCES PES SE SUBE A LA EUROCOPA UNA REALIZACIÓN DE PLAYADICTOS CASA MATRIZ VITACURA: Shopping Los Cobres. Local G7. VITACURA: Shopping Los Cobres. Local F4. Videojuegos, consolas y accesorios Juegos usados, coleccionables y blu-ray LOCALES FRANQUICIA PROVIDENCIA: Dos Caracoles. Local 21B. RECOLETA: Dardignac 451. Local 20. Videojuegos y accesorios Videojuegos, juegos usados y accesorios. Editorial ¿Y si nos dedicamos a jugar? efinitivamente, a su última versión y a los gamers no que será uno de los Dhay cómo de- mejores del género jarlos contentos. Y lo en PlayStation 4 una digo por el reciente vez que reciba todo el caso del tan critica- contenido... por cier- do Street Fighter V. to, de forma total- Claramente un juego Jorge Maltrain Macho mente gratuita. que salió al mercado Editor General incompleto, pero con Es cierto que lo que- la promesa más que postura de no esperar remos todo y ahora, palpable de ir suman- más el lanzamiento y pero en lo personal do elementos en los salir con lo que tenía, no me disgusta te- próximos meses. recibiendo críticas in- ner por adelantado justas respecto a la un juego como éste, Capcom, a mi juicio, calidad general del que no es que te vaya asumió la riesgosa título, muy superior a dejar colgado con su Equipo de Revista TodoJuegos DIRECTOR Rodrigo Salas Alejandro Abarca Caleb Hervia #Feniadan #Caleta PRODUCTOR Cristian Garretón EDITOR GENERAL Luis F. Puebla Pedro Jiménez Y DIAGRAMADOR #D_o_G #PedroJimenez Jorge Maltrain Macho historia ni nada por el salga al mercado, lo UNA PRODUCCIÓN DE estilo. -
La Producció De Videojocs a Catalunya Panorama Del Sector I Estudi De Cas: Les Joves Empreses Indie
Estudis 2017 La producció de videojocs a Catalunya Panorama del sector i estudi de cas: les joves empreses indie ÓLIVER PÉREZ LATORRE, CARLES SORA, MERCÈ OLIVA, CARLA BRITO-FUENTES MAIG 2017 Principals resultats Aquest informe traça una panoràmica del sector dels videojocs a Catalunya a partir de la combinació de diverses fonts: els informes recents sobre la indústria (AEVI, DEV), entrevistes a responsables d’institucions públiques (ICEC-Àmbit de Cultura Digital) i de programes d’incubació de projectes (Game-BCN), publicacions de recerca acadèmica, premsa generalista i especialitzada i entrevistes a professionals de petites empreses independents catalanes. A continuació s’ofereix una síntesi dels resultats obtinguts, i a les pàgines següents es desenvolupen extensament i amb referència concreta de les fonts en cada cas. Xifres del sector S’aprecia una evolució creixent del sector a Catalunya en els darrers anys, unida a l’evolució a nivell estatal. Destaca el pes de Catalunya en el conjunt d’Espanya, amb el 25% de les empreses, el 38% dels treballadors i el 43% de la facturació del sector. Això es pot explicar per diversos factors, entre ells la consolidació d’empreses “veteranes” amb un volum gran o notable (Novarama, Digital Legends), el creixement de Social Point (centrada en social games per a mòbils) i, recentment, de Fandroid (e- Sports). Estudis 2017 L'establiment de filials per part de grans empreses dedicades al desenvolupament de jocs s'ha de considerar també un indicador de la fortalesa de la indústria del videojoc a Catalunya: capacitat per atreure empreses i talent estranger. Així, a Ubisoft-Barcelona, oberta a finals dels anys 90, s'hi ha sumat King. -
Game Over Número 144 • 24 Febrero 2017 Sin Título-3 1 17/02/2017 11:29:18 SU MA RIO
GAME OVER Número 144 • 24 Febrero 2017 Sin título-3 1 17/02/2017 11:29:18 SU MA RIO 10 Sniper Elite 4 >>> LOS ESPORTS LLEGAN PARA QUEDARSE Movistar ha sido la EN ESTE NÚMERO... operadora de televisión en apuntarse el tanto The Sexy Brutale, MXGP3, Vikings Wolves of Midgard, Sound BlasterX H7 y H5, Ni No Kuni de ser la primera en II Revenant Kingdom, Constructor HD, Hype Station. Styx Shards of Darkness, Horizon ofrecer un canal dedicado Zero Dawn, RiME. Sniper Elite 4, LEGO Dimensions Batman la Película, Halo Wars 2, Tales exclusivamente a los of Berseria, How to Survive 2, Boor, 8Days, Gravity Rush 2, Digimon World Next Order. deportes electrónicos. El pasado 20 de febrero Dishonored 2, Dark Souls III, Hearthstone, Ride 2, Battlefield 1, The Elder Scrolls Online. se iniciaba la emisión en pruebas, que ha llevado GAME a que se retransmitiera en el fin de semana del OVER 25 y 26 del mismo mes el Intel Extreme Masters DIRECTOR: Katowice, en Polonia, ÓSCAR SANTOS con dedicación a League [email protected] 06 Styx Shards of Darkness 12 LEGO Dimensions Batman REDACCIÓN: of Legends. El fin de PENÉLOPE, GRENOUILLE, semana siguiente ya JAIME MR. HYPE se ha anunciado que IMPRESIÓN: Counter Strike será el MEDIPRESS2000 protagonista total de GRÁFICAS 82 DISTRIBUCIÓN: ASM las emisiones. Mientras tanto, programas de COMERCIALIZA diferente estilo, pero DEMANDA COMUNICACIÓN Y MK siempre relacionados 13 Halo Wars 2 14 Tales of Berseria con los eSports, llenarán EDITA Medipress 2000 la parrilla las 24 horas C/ Juan de Herrera 27 del día. -
«Kjønnsrolleportretteringer I Kontemporære Videospill» Kontemporære I «Kjønnsrolleportretteringer Kristoffer Jonassen Kristoffer
Kristoffer Jonassen Kristoffer Jonassen Kristoffer «Kjønnsrolleportretteringer i kontemporære videospill» En kvalitativ innholdsanalyse av to spill som definerte spillåret 2013, BioShock Infinite og The Last of Us Masteroppgave «Kjønnsrolleportretteringer i kontemporære videospill» i kontemporære «Kjønnsrolleportretteringer Masteroppgave i sosiologi NTNU universitet Trondheim, våren 2014 og teknologiledelse Fakultet for samfunnsvitenskap samfunnsvitenskap for Fakultet Norges teknisk-naturvitenskapelige teknisk-naturvitenskapelige Norges Institutt for sosiologi og statsvitenskap sosiologi for Institutt Kristoffer Jonassen Kjønnsrolleportretteringer i kontemporære videospill En kvalitativ innholdsanalyse av to spill som definerte spillåret 2013, BioShock Infinite og The Last of Us. Masteroppgave i Sosiologi Institutt for sosiologi og statsvitenskap Vår 2014 ii Forord I tjue år av mitt liv har videospill vært en av mine store lidenskaper. Helt fra jeg var fire år, og såvidt kunne fullføre mitt første brett på Super Mario, har jeg vært hekta. Derfor er muligheten til å kunne utføre forskning på et fenomen, som jeg selv mener er med på å definere meg som person, utrolig. Jeg vil takke min veileder Hendrik Storstein Spilker, for hans engasjement i min masteroppgave. Når jeg stanget hodet i veggen, var et kort møte og konstruktiv tilbakemelding nok for å sette meg på rett kurs. Veggen hadde sett langt verre ut, om det ikke var for Hendrik. Til slutt vil jeg takke to av mine venner, som har hjulpet meg å pusse denne oppgaven fra et grovt stykke arbeid til en leselig tekst. Bjørn, som meldte seg frivillig uten at jeg trengte å spørre, og kjæresten min Anja. Det viktigste å poengtere er at denne oppgaven sannsynligvis aldri ville eksistert uten Anja. Det var hun som viste meg hvordan videospill kunne tolkes fra et kvinnelig ståsted, og igjennom mange diskusjoner økte min interesse for temaet. -
Game Narrative Review
Game Narrative Review ==================== Name: K elsey Rice School: U niversity of Southern California Email: k [email protected] Month/Year: D ecember 2017 ==================== Game Title: The Sexy Brutale Platform: N intendo Switch, PlayStation 4, Xbox One, Microsoft Windows Genre: A dventure Game, Puzzle Video Game Release Date: A pril 12, 2017 Developer: Tequila Works, Cavalier Game Studios Publisher: T equila Works Game Writers/Developers: Narrative Director Tim Griffiths, Design Director Charles Griffiths, Technical Director Tom Lansdale Overview The Sexy Brutale, a luxurious casino mansion, is stuck in a time loop. Over the course of a single day all of the guests are murdered by casino staff. At midnight the same gruesome day starts over. Who knows how many times the cycle had repeated before Lafcadio Boone‒who would have died first‒wakes up, released from the bonds of time by the mysterious Bloody Girl. Granted the ability to reverse time, Lafcadio must find a way to save all of the hotel guests. This is the plot on the surface, anyway; what truly happened at The Sexy Brutale is much different. Lucas Bondes, Marquis and owner of The Sexy Brutale, attempted to burn down the mansion for the insurance but made a grave mistake. A flaw in his plan led to the deaths of all of the casino’s occupants‒including those of his wife and unborn child‒and nearly killed him as well. Now a broken man, he relives the night over and over in his mind, warping and distorting events to maximize his grief. Can he ever learn to forgive himself and move on, or is he fated to live out his days trapped in a distorted memory? Characters Main Characters ● Lafcadio Boone (Player) - A p riest and old friend of the Marquis. -
Journey to the Savage Planet a Slapstick Space Adventure from the Director of Far Cry 4
ALL FORMATS LIFTING THE LID ON VIDEO GAMES JOURNEY TO THE SAVAGE PLANET A SLAPSTICK SPACE ADVENTURE FROM THE DIRECTOR OF FAR CRY 4 VITA FOREVER HOW HOMEBREW, HAS KEPT EASTWARD SONY S HANDHELD ALIVE EXPLORING A GORGEOUS TOP-DOWN ZELDA-LIKE FABLE, THE RPG SERIES EPIC MAKING-OF STORY Issue 27 £3 wfmag.cc JOIN THE PRO SQUAD! Free GB2560HSU¹ | GB2760HSU¹ | GB2760QSU² 24.5’’ 27’’ Sync Panel TN LED / 1920x1080¹, TN LED / 2560x1440² Response time 1 ms, 144Hz, FreeSync™ Features OverDrive, Black Tuner, Blue Light Reducer, Predefined and Custom Gaming Modes Inputs DVI-D², HDMI, DisplayPort, USB Audio speakers and headphone connector Height adjustment 13 cm Design edge-to-edge, height adjustable stand with PIVOT gmaster.iiyama.com irtual rality dfit rb daci ad ral world convenience y plane cuts through a sky the colour eperience has been truly wireless. here frame rate of a television screen tuned to a dead and tech specs are such that the eperience is smooth. channel. I glance over my right shoulder nd it is smooth – the eperience is brilliant. M and see a bogie approaching. I yank the But those in the know about VR are those who took yoke and spin wildly, losing all sense of orientation. that early rush of venture capital cash, predicated y goggles weigh heavy, and my brow drips sweat. WILL LUTON off the salesmanship of a young, barefoot, alt-right Rat-a-tat-tat. I’ve been hit. Smoke gushes from my inventor. They, like Mark Zuckerberg, see how Will Luton is a veteran engine, and there’s a grotesque smell. -
Playstation 4 Xbox One Nintendo Switch Pc Game 3Ds
Lista aggiornata al 30/06/2020. Potrebbe subire delle variazioni. Maggiori dettagli in negozio. PLAYSTATION 4 XBOX ONE NINTENDO SWITCH PC GAME 3DS PLAYSTATION 4 11-11 Memories Retold - P4 2Dark - Limited Edition - P4 428 Shibuya Scramble - P4 7 Days to Die - P4 8 To Glory - Bull Riding - P4 A Plague Tale: Innocence - P4 A Way Out - P4 A.O.T. 2 - P4 A.O.T. 2 – Final Battle - P4 A.O.T. Wings of Freedom - P4 ABZÛ - P4 Ace Combat 7 - NON PUBBLICARE - P4 Ace Combat 7 - P4 ACE COMBAT® 7: SKIES UNKNOWN Collector's Edition - P4 Aces of the Luftwaffe - Squadron Extended Edition - P4 Adam’s Venture: Origini - P4 Adventure Time: Finn & Jake Detective - P4 Aerea - Collectors Edition - P4 Agatha Christie: The ABC Murders - P4 Age Of Wonders: Planetfall - Day One Edition - P4 Agents of Mayhem - P4 Agents Of Mayhem - Special Edition - P4 Agony - P4 Air Conflicts Vietnam Ultimate Edition - P4 Alien: Isolation Ripley Edition - P4 Among the Sleep - P4 Angry Birds Star Wars - P4 Anima Gate of Memories: The Nameless Chronicles - P4 Anima: Gate Of Memories - P4 Anthem - Legion of Dawn Edition - P4 Anthem - P4 Apex Construct - P4 Aragami - P4 Arcania - The Complete Tale - P4 ARK Park - P4 ARK: Survival Evolved - Collector's Edition - P4 ARK: Survival Evolved - Explorer Edition - P4 ARK: Survival Evolved - P4 Armello - P4 Arslan The Warriors of Legends - P4 Ash of Gods: Redemption - P4 Assassin’s Creed 4 Black Flag - P4 Assassin's Creed - The Ezio Collection - P4 Assassin's Creed Chronicles - P4 Assassin's Creed III Remastered - P4 Assassin's Creed Odyssey -
Libro Blanco Del Desarrollo Español De Videojuegos 2017
Con el apoyo de LIBRO BLANCO DEL DESARROLLO ESPAÑOL DE VIDEOJUEGOS 2017 Promovido por CON EL APOYO DE: codice software CON LA COLABORACIÓN DE: MEDIO OFICIAL: LIBRO BLANCO DEL DESARROLLO 3 ESPAÑOL DE VIDEOJUEGOS 2017 INTRODUCCIÓN ........................................................................................................................................5 TRIBUNA - UN FUTURO ESPERANZADOR .....................................................................................................7 LA INDUSTRIA GLOBAL DEL VIDEOJUEGO ...................................................................................................9 UNA INDUSTRIA CREATIVA, GENERADORA DE EMPLEO, CULTURA Y RIQUEZA .........................................................................................................................9 EL VIDEOJUEGO, LA INDUSTRIA LÍDER DEL ENTRETENIMIENTO GLOBAL ...............................................................................................................................10 CHINA Y EE.UU., LOS DOS MERCADOS PRINCIPALES .........................................................................................................................................................12 LOS GIGANTES DEL SECTOR SIGUEN CRECIENDO ..................................................................................................................................................................14 EN LAS TIENDAS DIGITALES, LA COMPETENCIA ES FEROZ .....................................................................................................................................................15 -
Playstation Official Magazine
ISSUE 123 JUNE 2016 £5.99 gamesradar.com/opm WORLD EXCLUSIVE HANDS-ON! UNCHARTED 4 MIRROR’S REVIEWED! EDGE Has Nathan Drake Massive Catalyst struck gold again? playtest, because you gotta have Faith… All-slime classic gets reinvented on PS4 EXTENDED PLAY! MAFIA III: It’s GTA IN NEW ORLEANS! TITANFALL 2 BREAKS COVER AT LAST FINAL FANTASY XV KANE AND ABLE: EURO 2016 PREDICTED New screens, new secrets, new movie ISSUE 123 / JUNE 2016 Welcome Future Publishing Ltd, Quay House, The Ambury, Bath BA1 1UA, United Kingdom Tel +44 (0) 1225 442244 Fax: +44 (0) 1225 732275 es, you are staring at the ghost of Email [email protected] Twitter @OPM_UK Web www.gamesradar.com/opm OPM past. Yes, my doughy frame does EDITORIAL bear an uncanny resemblance to the Acting editor Ben Wilson @BenjiWilson Y Managing art editor Milford Coppock @milfcoppock Production editor Andrew Westbrook @andy_westbrook 1984 manifestation of Gozer. Don’t, however, Staff writer Jen Simpkins @itsJenSim Staff writer Ben Tyrer @bentyrer go calling 555-2368. I’m merely filling in CONTRIBUTORS while editor Matt takes a spring break, Words Jenny Baker, Ben Borthwick, Matthew Clapham, Edwin Evans-Thirlwell, Matt Elliott, Jordan Farley, David Houghton, Leon Hurley, Daniella Lucas, Ben Maxwell, and in doing so helping the team source Dave Meikleham, James Nouch, Louis Pattison, Matthew Pellett, Rhiannon Rees, Sam Roberts, Matt Sakuraoka-Gilman, spook-tacular exclusives such as the first Chris Schilling, Tom Sykes, Robin Valentine, Iain Wilson Design Rob Speed hands-on with Ghostbusters on PS4. ADVERTISING Making an official tie-in is one of the Commercial sales director Clare Dove Advertising director Andrew Church toughest challenges in all of gaming, and our Account manager Steve Pyatt Advertising manager Michael Pyatt tale of new studio Fireforge’s efforts with For Ad enquiries contact [email protected] MARKETING this one begins on p52. -
Master Reference
Master Localization choices in indie games : A study on the influencing factors BERTHOUZOZ, Marie Abstract Although the translation and cultural adaptation of video games have received a lot of research attention in recent years, studies on the localization of independent – or indie – video games are still lacking. First summarizing the definitions of independent and indie video games, this study attempts to identify and examine factors that are likely to influence two localization choices: 1) the number of languages that an indie game is localized into and 2) the level of localization that an indie game receives. Four categories of factors are investigated: game characteristics, game development and localization processes, feedback received on the game, and game pricing and funding. Results show that a large number of factors are likely to play a role and that the overall influence is likely to be multifactorial, although game characteristics factors seem to be the most interesting and deserving of further research. Reference BERTHOUZOZ, Marie. Localization choices in indie games : A study on the influencing factors. Master : Univ. Genève, 2019 Available at: http://archive-ouverte.unige.ch/unige:123932 Disclaimer: layout of this document may differ from the published version. 1 / 1 Marie Berthouzoz Localization choices in indie games: A study on the influencing factors Directrice : Lucía Morado Vázquez Jurée : Marianne Starlander Mémoire présenté à la Faculté de traduction et d‟interprétation (Département de traitement informatique multilingue -
Usability and User Experience Methodologies Used by Games Companies
Usability and user experience methodologies used by games companies CATALONIA RESEARCH PROJECT - REPORT Founding Partners ISBN 978-84-945378-6-8 incom-uab.net/ocve [email protected] Edited by Ruth S. Contreras Espinosa and Jose Luis Eguia September, 2017. Barcelona, Spain. CATALONIA RESEARCH PROJECT - REPORT Introduction The goal for any game development is to have a game that is fun to play, entertaining, that provides surprises, enables gamers to be challenged and apply their skills. In order to achieve this objective, there is a broad variety of game evaluation methods currently available that help game designers, developers, practitioners and users, themselves that start to design and develop games. User experience evaluations in games and more general in interactive entertainment systems have been performed from early on in game development. Developers and users started to develop their games and simply tried them out themselves to see if they were good and fun. These research project was launched to provide scientific knowledge on a specific field: Usability and user experience methodologies. We focus on Catalonia, Spain. The Catalan video game industry is one of the most dynamic sectors, positioning itself as the driving force for the local economy. This text is an introduction to the study led by the Observatory of Communication, Games and Entertainment. This study investigates the design methodologies of the game companies, and the extent to which the game companies utilize usability and user experience (UX) methods, and the methods they use. The respondents were professionals with different roles in game development. Game companies used multitude of design methods, some of those mentioned are: Playtesting, where potential users are made to play and both their quantitative data (time taken to complete a task, places where they get stuck or pass through too quickly, etc.) and qualitative data (emotional reactions, comments, engagement, etc.) are observed.