Essays about: "Video Game Industry"
Showing result 1 - 5 of 126 essays containing the words Video Game Industry.
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1. Perceptual Sensitivity to Video Degradations in a Simulated Cloud-Gaming Environment: An Empirical Study through Subjective Tests
University essay from Uppsala universitet/Institutionen för informationsteknologiAbstract : Cloud gaming, often referred to as gaming on demand or game streaming, is a contemporary form of online gaming. It operates by running video games on powerful, remote servers and streaming them in realtime directly to a user’s device. READ MORE
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2. "Game" and "Development": The Two Theories of Dysfunction
University essay from Handelshögskolan i Stockholm/Institutionen för företagande och ledningAbstract : This Master's thesis in Business & Management delves into the intriguing question of why video games fail. Our aim is to uncover potential answers and shed light on this complex issue. To achieve this, we adopted a Grounded Theory approach as our methodology. READ MORE
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3. CLONING IN THE VIDEO GAME INDUSTRY : A literature review
University essay from Högskolan i Skövde/Institutionen för informationsteknologiAbstract : Video game cloning is controversial within the industry, both because copyright laws do not protect game mechanics, and because people’s judgements about game cloning are unclear. Therefore, this study aims to examine the current literature related to game cloning and summarise the impact of cloning on the game industry, as well as the challenges faced by developers. READ MORE
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4. Japanese Juxtaposition : A comparative study of Japanese and Western adult games
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Japanese games have received extensive attention in academic and non-academic research. However, there has been a noticeable lack of study on Japanese adult games, despite their significant presence within the industry. READ MORE
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5. What is strategic brand management in the gaming industry? A case study of Blizzard Entertainment
University essay from Lunds universitet/Företagsekonomiska institutionenAbstract : Purpose: This study intends to explore how video games companies work with strategic brand management. Methodology: A qualitative literature review and case study of Blizzard Entertainment using Kapferer’s Brand Identity Prism. The data was collected from Blizzard as well as other secondary sources. READ MORE