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Motivations and ownership in Fortnite communitiesOlsson, Maria January 2019 (has links)
This thesis investigates user motivations for creating content that may or may not be added to the game Fortnite: Battle Royale, as well as the user's thoughts about the intellectual property of the content. The thesis also examines the relationship and communication between the Fortnite players and developers, according to the users. The sample was collected from the forum r/FortNiteBR on the social media platform Reddit, where users who were engaged in creating suggestions and concepts for the game were contacted and interviewed. The discussion and analysis distinguishes positive attitudes amongst the users in regards to the empowerment and engagement the participation provides, but also showcases a disappointment amongst the users when it comes to the communication between them and the developers. The data collected display an inconsistency from Epic in terms of which users receive credit or agreements for their suggestions, something that some users have reacted upon. This thesis suggests that aspects such as the crediting of players and the communication between players and developers needs to be improved in order to for the game company to maintain a good relationship with the players.
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What Do Videogames Want?: Preserving, Playing and not Playing Digital Games and Gameplay (Introduction)Newman, James 08 August 2024 (has links)
Videogames are, without doubt, disappearing and the continued – and accelerating – loss of this material denies future generations access to their cultural heritage and robs the next generation of developers historical reference material to draw on. As Henry Lowood [2009] pointed out more than a decade ago, we need to take action “before it’s too late”. The video-paper offers an overview and critique of existing approaches and revisits some of the methodological and conceptual presuppositions that underpin game preservation and even the academic discipline of game studies as a whole. Returning to first principles, the paper asks “What Do Videogames Want?”.
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The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game IndustryMullee, Sean 30 April 2020 (has links)
No description available.
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Digital identitet och visuell interkulturalitet i framtidens bildpedagogik / Digital identity and visual interculturality in art pedagogics of the futureWright, Aron, Pernet, Emil January 2023 (has links)
This knowledge overview consists of research surrounding digitalisation in pedagogics, visual culture learning communities and the correlation between these two subjects. Intercultural pedagogics often refers to including pupils’ ethnical cultural diversity as grounds for creating a discourse surrounding equality and inclusion in the classroom. However, we hypothesise implementing an intercultural view on pedagogics, where the culture is one based on teenagers’ digital presence. This could let teachers provide a learning environment that strengthens pupils’ engagement and assures inclusivity, without running the risk of labeling them ethnically. Throughout this assessment we have found research linked to the use of pop-culture and improved teaching environments, teenagers' visual identities and their sub-cultures, and an underrepresentation in the use of digital media as a proper teaching tool. Results show that a vast number of teachers misunderstand how digitalisation can be properly implemented in the classroom, and educational environments that manage to implement children’s and teenagers’ personal interests and digital identities greatly increase learning possibilities and student engagement.
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Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports IndustriesShiflet, Matthew 07 August 2019 (has links)
No description available.
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