Lietuvos Kompiuterinių Žaidimų Industrijos Analizė Vertės Problematikos Požiūriu

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Lietuvos Kompiuterinių Žaidimų Industrijos Analizė Vertės Problematikos Požiūriu VYTAUTO DIDŽIOJO UNIVERSITETAS MENŲ FAKULTETAS TEATROLOGIJOS KATEDRA Justas Kubertavičius LIETUVOS KOMPIUTERINIŲ ŽAIDIMŲ INDUSTRIJOS ANALIZĖ VERTĖS PROBLEMATIKOS POŽIŪRIU Magistro baigiamasis darbas Kūrybinių industrijų studijų programa, valstybinis kodas 621P96001 Komunikacijos studijų kryptis Vadovas: Doc. Dr. Edgaras Klivis_____________________________ (Pedagoginis ir mokslinis laipsnis, vardas, pavardė) (Parašas) (Data) Apginta: Menų fakulteto dekanė ______________________________ (Pedagoginis ir mokslinis laipsnis, vardas, pavardė) (Parašas) (Data) Kaunas, 2018 TURINYS SANTRAUKA .................................................................................................................................... 4 SUMMARY ........................................................................................................................................ 5 ĮVADAS .............................................................................................................................................. 6 1. KOMPIUTERINIŲ ŽAIDIMŲ INDUSTRIJA: EKONOMINĖ, SOCIALINĖ IR KULTŪRINĖ VERTĖ .............................................................................................................................................. 10 1.1 Kompiuterinių žaidimų bendra samprata ir tipologijos ................................................................10 1.2 Vakarų žaidimų industrija: ekonominė ir kultūrinė vertė (JAV ir JK, Suomijos atvejų analizė)13 1.2.1 Jungtinių Amerikos Valstijų ir Jungtinės Karalystės kompiuterinių žaidimų industrijų bendra samprata ............................................................................................................................................ 14 1.2.2 JAV ir JK žaidimų industrijų klasteriai .....................................................................................16 1.2.3 Žaidimų finansavimas JAV ir JK ..............................................................................................19 1.2.4 Sėkmės istorijos JAV ir JK ........................................................................................................21 1.2.5 Žaidimų kultūros populiarinimo renginiai JAV ir JK ..............................................................24 1.2.6 Suomijos žaidimų industrija ......................................................................................................28 1.3 Socialinė ir kultūrinė kompiuterinių žaidimų vertė: problemos analizė ......................................31 1.3.1 Socialinė interakcija ..................................................................................................................31 1.3.2 Socialinis žaidimų kapitalas ......................................................................................................33 1.3.3 Edukacija, mokymasis žaidžiant kompiuterinius žaidimus .......................................................34 1.3.4 Žaidimų kultūrinės bei etinės savybės .......................................................................................36 2. LIETUVOS KOMPIUTERINIŲ ŽAIDIMŲ INDUSTRIJOS ANALIZĖ VERTĖS PROBLEMATIKOS POŽIŪRIU ...................................................................................................... 38 2.1 Lietuvos kompiuterinių žaidimų industrija: bruožai ir ekonominė vertė .................................... 38 2.2 Lietuvos kompiuterinių žaidimų industrijos tyrimas: socialinė ir kultūrinė vertė ...................... 43 2.2.1 Žaidimų turinio analizė (vertės požiūriu) ................................................................................. 43 2.2.2 Human Fall Flat ....................................................................................................................... 43 2.2.3 Scrap Garden ............................................................................................................................ 45 2.3 Žiniasklaidos turinio analizė .......................................................................................................47 2 2.3.1 Pagrindinių straipsnių atranka bei analizė .................................................................................48 2.3.2 Probleminių klausimų žiniasklaidos kanaluose palyginimas ....................................................48 2.3.3 Komunikacija bei renginių populiarinimas ...............................................................................51 2.3.4 Lietuvos kompiuterinių žaidimų kūrėjai ...................................................................................53 2.4. Interviu su ekspertais ...................................................................................................................56 2.4.1 Interviu su A. Rumiancevu ........................................................................................................56 2.4.2 Interviu su S. Černevičiumi .......................................................................................................63 IŠVADOS ...........................................................................................................................................67 LITERATŪROS SĄRAŠAS ..............................................................................................................71 ŠALTINIŲ SĄRAŠAS .......................................................................................................................72 PRIEDAI ............................................................................................................................................77 Priedas Nr. 1 Pagrindiniai kompiuterinių žaidimų žanrai ..................................................................77 Priedas Nr. 2 Žaidimų turinio analizė .................................................................................................78 Priedas Nr. 3 Atrinktų straipsnių kiekio apžvalga ..............................................................................78 Priedas Nr. 4 Atrinktų straipsnių pobūdžio apžvalga .........................................................................79 Priedas Nr. 5 Atrinktų straipsnių vertės pobūdžio apžvalga .............................................................79 Priedas Nr. 6 Renginiai bei komunikacija apie juos žiniasklaidoje .................................................80 Priedas Nr. 7 Visų atrinktų straipsnių sąrašas ..................................................................................81 Straipsniai atrinkti iš 15min.lt ............................................................................................................81 Straipsniai atrinkti iš Delfi.lt ..............................................................................................................84 Straipsniai atrinkti iš Lrytas.lt ............................................................................................................86 Priedas Nr. 8 Klausimai ekspertams ..................................................................................................89 Priedas Nr. 9 Interviu su A. Rumiancevu transkripcija .....................................................................90 Priedas Nr. 10 Interviu su S. Černevičiumi transkripcija ................................................................101 3 SANTRAUKA Šio darbo tikslas atskleisti Lietuvos kompiuterinių žaidimų industrijos potencialą vertės problematikos požiūriu. Pagrindinis probleminis klausimas į kurį buvo bandoma atsakyti: Koks yra Lietuvos kompiuterinių žaidimų industrijos potencialas? Tyrimo metu remtasi mokslinių šaltinių analizę, oficialiais statistiniais duomenimis, ataskaitomis, dokumentais, interneto, žiniasklaidos kanalų šaltiniais, ekspertų nuomone. Visų pirma analizei pasirinktos dvi didžiosios kompiuterinių žaidimų indutrijų šalys, tai Jungtinės Amerikos Valstijos bei Jungtinė Karalystė (sėkmės atvejai, istorijos, industrijos savybės ir kt.) siekiant išsiaiškinti bei atskleisti kaip atrodo išsivysčiusios žaidimų industrijos šalys. Taip pat buvo pasirinkta papildoma šalis t.y. Suomija siekiant atrasti panašių bruožų susijusių su Lietuvos žaidimų industrija. Viena iš svarbiausių darbo teorinių dalių buvo socialinės ir kultūrinės kompiuterinių žaidimų vertės analizė. Įskaitant tokias sąvokas kaip socialinė interakcija, socialinis žaidimų kapitalas, edukacinės, etinės žaidimų teikiamos savybės ir kt. Darbe analizuoti Lietuvos kompiuterinių žaidimų industrijos bruožai ir ekonominė vertė. Taip pat analizei pasirinkti du lietuvių žaidimų industrijoje sukurti žaidimai „Human Fall Flat“ ir „Scrap Garden“, analizuotos socialinės bei kultūrinės vertės, kurias suteikia šie žaidimai. Taip pat analizuota Lietuvos žiniasklaidos populiariose kanaluose visuomenei pateikiama informacija. Tokiu būdu siekta išsiaiškinti kokį įvaizdį žiniasklaida sudaro visuomenei apie kompiuterinių žaidimų industrijas. Galiausiai pakalbinti du ekspertai siekiant gauti išsamesnę informaciją, požiūrį, susijusį su pagrindiniu tyrimo tikslu: išanalizuoti vertės problemą kompiuterinių žaidimų industrijoje ir pritaikyti šią analizę Lietuvos žaidimų industrijos potencialui įvertinti. Raktažodžiai: kompiuteriniai žaidimai, vaizdo žaidimai, industrija, vertė. 4 SUMMARY The aim of this work is to reveal the value of the Lithuanian computer games industry from a problematic point of view. The main problematic question, which was tried to answer: What is the potential of the Lithuanian computer gaming industry? The study was based on a scientific analysis of sources, official statistics, reports, documents, online sources of media channels, expert opinion. First of all, two major
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