Sökning: "Video game industry"

Visar resultat 1 - 5 av 159 uppsatser innehållade orden Video game industry.

  1. 1. Perceptual Sensitivity to Video Degradations in a Simulated Cloud-Gaming Environment: An Empirical Study through Subjective Tests

    Master-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Boli Gao; [2023]
    Nyckelord :;

    Sammanfattning : 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. LÄS MER

  2. 2. "Game" and "Development": The Two Theories of Dysfunction

    D-uppsats, Handelshögskolan i Stockholm/Institutionen för företagande och ledning

    Författare :Yuki Tsuchida; Batuhan Ertas; [2023]
    Nyckelord :Video Games; Dysfunctions; Levers of Control; Grounded Theory; Value;

    Sammanfattning : 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. LÄS MER

  3. 3. CLONING IN THE VIDEO GAME INDUSTRY : A literature review

    Master-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Changsong Mao; [2023]
    Nyckelord :game clone; game cloning; game plagiarism; game copyright; game imitation;

    Sammanfattning : 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. LÄS MER

  4. 4. Japanese Juxtaposition : A comparative study of Japanese and Western adult games

    Master-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Kamiab Ghorbanpour; [2023]
    Nyckelord :Computer games; Ethnography; Japan; Adult Games; Video game industry; Japanese.;

    Sammanfattning : 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. LÄS MER

  5. 5. What is strategic brand management in the gaming industry? A case study of Blizzard Entertainment

    Magister-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Dimitra Papangeli; Ella Martell; Michaela Sorle; [2023]
    Nyckelord :Strategic Brand Management; Kapferer’s Brand Identity Prism; Brand; Gaming Industry; Blizzard Entertainment; Online Community; Online Brands; Online Game Brands.; Business and Economics;

    Sammanfattning : 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. LÄS MER