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Employee Experiences of the Dream-Factory – An Engagement Perspective on the Mobile Game Development Industry / Upplevelser och erfarenheter hos medarbetare i "drömfabriken" – ett engagement-perspektiv på den mobila spelutvecklingsbranschenTäpp, Hans-Erik January 2015 (has links)
After a setback due to the dotcom-bubble at the beginning of the 21st century, the tech sector is today again a redhot place for pursuing a career. Much of this popularity can be accredited to the image that companies of this sector enjoy as workplaces with great opportunities for creativity, self- fulfilment and self-expression. Also, strong cultures and generous benefits add to the image of the dream-job. This study aimed to question this image by exploring experiences and attitudes of employees working within the mobile game development industry, a sub- industry of the tech sector. In order to achieve this, a successful mobile game development studio was studied at close range through observations and interviews with 25 individuals of various roles within game development. On this material, the theoretical frameworks of employee engagement and work motivation were applied to assess how personally and emotionally engaging work is within this context. Findings both confirm and nuance the public image of mobile game development as a place to work. This study finds support that the environment and atmosphere surrounding the work in large lives up to the public image of the industry; culture is strong and drives personal and emotional involvement in work and the good of the company. Within the work tasks themselves however, the free-spirited, ad-hoc creativity and opportunities for self-fulfilment promised in the public image seem delimited by a set of organizational circumstances, among them strategic decisions on company-level. Work demands alignment with directions chosen by the company, that by some are perceived as limiting to creativity, self-fulfilment and excitement. In this, the study identifies a risk in a possible discrepancy between expectations on work and the actual experience of it. Finally, the study finds signs that the strength in atmosphere and culture can outweigh these perceived limitations in creative space and demands of alignment, and so adds to research asserting the potential and value in a strong culture.
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A study on 2D advertisementsin mobile versus VR experiencesBeverskog, Simon, Larsson, Fredrik January 2020 (has links)
Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement format that can be implementedin a similar fashion on a mobile game and VR game.For this study two games were developed, one that runs on a OculusQuest VR headset and one for mobile Android devices. The games are asclose to each other as possible in terms of objective and settingwith the same advertisements implemented in them, each game featurestwo levels, one level contains advertisements and one does not.Surveys are used to find data regarding how the advertisementsaffected the game experience on both platforms. Interviews were thenconducted to find more qualitative information and to explain theresults as well as to find out what makes an advertisement good ortolerable.
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