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VETENSKAP OCH KONST INDUSTRIAL ENGINEERING AND MANAGEMENT !"#$%&'()* +,)"&)%-)./'() 0$12$*&$')* !"&3')2&(43 5("3-) 633&% 6)%%-5$*&$')* 63#() 78 0(-$*)&(/" MIKOLAJ DYMEK 9/2&/')* :,3%(% (" !"#$%&'()* ;2/"/-(2% )"# 6)").3-3"&, </=)* !"%&(&$&3 /8 :32,"/*/.= 0&/2>,/*-, 0?3#3" @ABA Akademisk avhandling som för avläggande av teknologie doktorsexamen och med tillstånd av Kungliga Tekniska Högskolan i Stockholm framläggs för oDentlig granskning. Onsdagen den BE juni @ABA, klockan BF.AA i sal GH, Lindstedsvägen @E, I:J i Stockholm. G)>$*&3&%/KK/"3"&: Professor Saara Taalas, Åbo Handelshögskola 0&/2>,/*- @ABA !"%&(&$&(/"3" 8L' ("#$%&'(3** 3>/"/-( /2, /'.)"(%)&(/", I$".*(.) :3>"(%>) JL.%>/*)" ( 0&/2>,/*- !"#$%!&$ 'e video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the signi(cantly older and es- tablished cultural industries. After decades of explosive growth the industry sur- prisingly (nds itself in a crisis – in terms of sales, future trajectories and creative paradigms. 'e global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enig- matic terra incognita with astonishingly little dedicated research. 'is thesis aims to amend this situation by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? 'is study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals.
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