• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 4
  • 4
  • 4
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Expanding MIHL subscriber platform services

Marais, Marius 12 1900 (has links)
Thesis (MBA)--Stellenbosch University, 2002. / Some digitised pages may appear illegible due to the condition of the original hard copy. / ENGLISH ABSTRACT: It is difficult to dispute the remarkable success that some of the console manufacturers like Sony experienced with the distribution of the Psone and now the Playstation 2 consoles. Nonetheless, the tie ratio (the relationship between the number of games bought per year and the installed base of consoles) is limited on average to only 2.2 games per Psone sold. It is an achievement, though limited considering the 5-year timeframe. The relatively low penetration of games can, amongst other things, be contributed to the retail price of games and the distribution channel in use. On the other hand, the PayTV industry has resolved the concept of content distribution years ago, and has reinvented itself several times along the way, from analogue to digital to personal video recorders. All of these phases had one common feature, some sort of encryption to prevent unauthorised viewing. With the invention of digital data distribution, data transfer speeds in access of 27Mb/s became a standard feature. As a result, it would be fair to say that PayTV perfected the distribution of encrypted data at high speed to devices in consumers' homes. Therefore, it is not inconceivable that a combination of a hard drive and digital subscriber technology, which can communicate to a game console, could create an alternative distribution platform for console games. The combination of the devices could decrease the cost of game distribution, increase the player's choice, decrease <:: the cost to users, and more importantly, create a monthly revenue stream. In this manner, the cost hurdle with respect to games could be reduced, and the penetration and use of game console devices could be increased. The video game industry is a $24 billion business with substantial revenue generated from game distribution. By removing the cost hurdle of game distribution, the penetration of these devices will be accelerated and both parties will benefit. Although the industry is not geared for this type of content delivery, MIHL's knowledge and expertise in signing up exclusive content for their PayTV operation and the group's ability to develop technology solutions will prove valuable in restructuring the games distribution channel. / AFRIKAANSE OPSOMMING: Dit is moeilik om die sukses wat sommige videospeletjie platformvervaardigers soos Sony ondervind ten opsigte van verspreiding van die Psone platform en nou die Playstation 2 produk, te weerlê. Nieteenstaande die sukses van platformverspreiding, is die verhouding tussen die hoeveelheid speletjies en platforms wat verkoop is, nog steeds beperk tot 2.2 speletjies per platform. 'n Merkwaardige prestasie op sigself, maar gesien in die lig van die van 'n 5 jaar verspreidingsperiode is dit tog beperk. Die relatiewe lae penetrasie van speletjies kan onder andere toegeskryf word aan die hoë kleinhandelsprys van speletjies en die verspreidingskanaal wat gebruik word. Aan die ander kant het betaaltelevisie die beginsel van inhoudsverspreiding jare gelede onder die knie gekry. Gedurende die periode het die televisie-industrie homself verskeie kere herskep, van analoog programverspreiding tot digitale verspreiding en laastens die persoonlike video opnemers. AI die fases maak gebruik van een gemeenskaplike kenmerk, naamlik enkripsie om ongemagtigde besigtiging te voorkom. Programinhoud versending teen 27 Mega greep per sekonde was algemeen in gebruik met die daarstelling van digitale data verspreiding. Daarom kan dit geregverdig wees om te beweer dat betaaltelevisie die verspreiding van geenkripteerde data, teen hoë spoed, na verbruikers se huise bemeester het. Gevolglik is dit nie ondenkbaar dat In kombinasie van hardeskyf en digitale verbruikerstegnologie, wat met videospeletjiesplatforms kan kommunikeer, 'n , alternatiewe verspreidingsplatform kan vorm nie. Die geïntegreerde platform kan die verspreidingskoste verlaag, die verbruikerskeuse verhoog, die kleinhandelspryse van speletjies verlaag en 'n maandelikse inkomste genereer. Sodoende kan die koste hekkie gebonde aan speletjies verlaag word en gevolglik die penetrasie en verbruik van speletjies verhoog word. Die videospeletjie-industrie is 'n $24 miljard besigheid wat 'n groot gedeelte van die inkomste genereer deur speletjie verspreiding. Deur die koste hekkie van verspreiding te verwyder, kan die penetrasie tempo van die speletjies verhoog word en beide partye kan bevoordeel word. Nieteenstaande die video industrie se onvoorbereid,heid om inhoud elektronies te versprei, kan MIH se kennis en vaardigheid bm eksklusiewe program inhoud vir televisieplatforms te bekom, asook die groep se vermoë om tegnologiese oplossings te ontwikkel, 'n waardevolle instrument wees om die videospeletjie verspreidingskanaal te herstruktureer.
2

Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooter

Clearwater, David A. January 2006 (has links)
No description available.
3

Nintendo revolution: what is happening in videogame industry and individuals

Li, King-lun., 李景麟. January 2010 (has links)
published_or_final_version / Modern Languages and Cultures / Master / Master of Philosophy
4

Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooter

Clearwater, David A. January 2006 (has links)
This dissertation explores the emerging relationship between the U.S. military and the commercial video game market. Specifically, this study situates this relationship in terms of the U.S. military's evolving role in a variety of media-such as Hollywood feature films, television, and television news-for the purposes of propaganda and the influencing of public opinion. Consequently, an analysis and critique of the U.S. military's production and commissioning of commercial video games will be advanced that takes into account contemporary analyses and media critiques with respect to war and representation. Since these games are also a part of the larger field of entertainment and cultural production, this study will attempt to understand these products for the complex ways they combine cultural expression, modern spectatorship and the desire to influence or mediate popular conceptions of war. Consideration will also be given to situating these products within the emerging field of video game studies and aesthetics, as well as questions concerning genre, realism, historical revisionism, and the ethics of simulation.

Page generated in 0.074 seconds