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Participatory culture and enjoyment in the video games industry : reconfiguring the player-developer relationship /Banks, John A. L. January 2004 (has links) (PDF)
Thesis (Ph.D.) - University of Queensland, 2005. / Includes bibliography.
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Pricing Tools and Analysis for Emerging e-Commerce TechnologiesHamilton, Michael Levi January 2019 (has links)
With the deluge of big data, many retailers are experimenting with rich, data-driven pricing strategies. In this dissertation we study three emerging pricing strategies: (i) Opaque pricing, the pricing of products where some feature is hidden from the customer until after purchase. In a general model we give a sharp characterization for when opaque selling outperforms traditional forms of differentiated pricing. (ii) Personalized pricing, i.e. pricing strategies that predict an individual customer's valuation for a product and then offers them a customized price. Leveraging natural statistics of the valuation distribution, we prove tight upper and lowers on the ratio between personalized pricing strategies and simpler selling strategies, which, among other things, yields insight into which markets personalized pricing is most valuable. (iii) Loot box pricing, the pricing of (random) bundles of virtual items, the contents of which are revealed after purchase. In an asymptotic regime we compare and contrast the revenue of different forms of loot box pricing with traditional selling models, and give theory to explain the recent proliferation of loot boxes in mobile gaming markets.
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Expanding MIHL subscriber platform servicesMarais, 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
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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.
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Arquitetura para construção de gêmeos digitais com foco na Indústria 4.0 /Rolle, Rodrigo Pita. January 2019 (has links)
Orientador: Eduardo Paciência Godoy / Banca: Denis Borg / Banca: Marilza Antunes de Lemos / Resumo: A evolução da computação e das ferramentas de simulação possibilita o uso de virtualização no ambiente industrial, de forma que os modelos em software transcendam a mera função de etapa de projeto, tornando-se provedores de informações relevantes para a avaliação do desempenho dos processos industriais. Os Gêmeos Digitais são uma abordagem para integração de sistemas físicos e virtuais, cujo principal objetivo é elevar o desempenho do sistema real através da informação gerada no ambiente virtual, que replica o funcionamento das partes físicas. Este trabalho consiste no desenvolvimento de uma arquitetura para construção de gêmeos digitais aderente à Indústria 4.0, considerando alguns dos principais requisitos do ambiente industrial tais como ganho de desempenho, aumento da flexibilidade dos processos, redução de tempos de parada e reprogramação, entre outros. A arquitetura desenvolvida para a implementação do gêmeo digital é composta por cinco módulos integrados através de redes Ethernet/IP utilizando os protocolos TCP e UDP. O primeiro é o OpenPLC, elemento central de controle de processos em conformidade com a norma IEC 61131-3, que é um software que incorpora as funcionalidades de um Controlador Lógico Programável (CLP), capaz de se comunicar com hardware de E/S remoto e com aplicativos de virtualização. O segundo é o processo de automação real, no qual é incorporado hardware apropriado para controle via OpenPLC. O terceiro é o modelo matemático do processo de automação em ... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The evolution of computing science and simulation tools enables the usage of virtualization in the industrial environment, so that software models transcend the mere function of project step and become relevant information providers for the evaluation of field equipment. Digital Twins are an approach for intercommunicating physical and virtual systems, whose main aim is to improve performance of the real system by using information generrated on the virtual system that replicates the work of physical parts. This work presents the development of an architecture for buiding digital twins in the context of the Industry 4.0, considering some of the main requisites of the industrial environment, such as performance gains, increase of process flexibility, decrease of setup time, among others. The developed architecture for implementing the digital twin is composed by five modules integrated through Ethernet/IP networks utilizing TCP and UDP protocols. The first one is OpenPLC, central process control element in conformity with IEC 61131-3 standard, central element of process control that incorporates the functionalities of a Programmable Logic Controller (PLC), that is a software capable of communicating with I/O hardware and virtualization applications. The second one is the real automation process, in which it is included appropriate hardware for enabling control via OpenPLC. The third one is the mathematical model of the automation process in virtual environment, that in this wo... (Complete abstract click electronic access below) / Mestre
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Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooterClearwater, David A. January 2006 (has links)
No description available.
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Women in Games : Experiences and Attitudes of Female Employees in the Male-dominated Games IndustryREINELÖV, JOSEFIN, ÅHSTRÖM, SARA January 2014 (has links)
Sweden is regularly listed as one of the best countries in the world in terms of gender equality, often portrayed as a role model compared to the rest of the world. However, occupations tend to comprise disproportionately large numbers of women or men. The games industry is no exception, were women represent only 15 per cent of the workforce, of which only a small percentage of those actually work with the game production. This implies negative consequences both in terms of business performance and inequality working conditions. This thesis aims to increase the understanding of why there are so few women within the games industry through an investigation of the attitudes and work experiences among Swedish female game workers. From a gender perspective, the ongoing construction of gendering practices is problematized, drawing on the study of a Swedish game company and interviews with seventeen female game workers. We found that the general attitudes towards the games industry are positive. The passion for games was the most significant common factor for all women and in general, women expressed a friendly culture and satisfying workplace conditions. However, the analysis of women’s work experiences revealed that the industry has gender issues, where women are routinely disadvantaged in favor of men. The widespread stereotype that women are just not as interested or just not as good as men, works against them. Women suffer fewer opportunities to advance, particularly in reaching top management positions and homosocial practices occurs in the recruitment process as well as within the internal jargon. Hence, the gender power structure problematized in this study, manifest itself through multiple negative implications for women.
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Nintendo revolution: what is happening in videogame industry and individualsLi, King-lun., 李景麟. January 2010 (has links)
published_or_final_version / Modern Languages and Cultures / Master / Master of Philosophy
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Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooterClearwater, 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.
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L337 soccer moms conceptions of "hardcore" and "casual" in the digital games medium /Boyer, Steven Andrew. January 2009 (has links)
Thesis (M.A.)--Georgia State University, 2009. / Title from title page (Digital Archive@GSU, viewed July 20, 2010) Ted Friedman, committee chair; Alisa Perren, Greg Smith, committee members. Includes bibliographical references (p. 156-169).
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The games people play : a political economic analysis of video games and their production /Nichols, Randall James, January 2005 (has links)
Thesis (Ph. D.)--University of Oregon, 2005. / Typescript. Includes vita and abstract. Includes bibliographical references (leaves 225-252). Also available for download via the World Wide Web; free to University of Oregon users.
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