PL EN


Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników
Tytuł artykułu

Quality of video games: introduction to a complex issue

Treść / Zawartość
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
The video games industry is one of the fastest growing branches of industry, reaching revenues comparable to (or even surpassing, depending on the source) the 70 year older film industry. The growth was not free from turmoil, as the industry faced many disruptive changes, market crashes, fusions and takeovers. High development costs and fierce competition make video games a high-risk business. While it seems obvious that companies in such unstable environment should strive to achieve the highest quality of their products, the uniqueness, variety, complexity, and constant evolution of video games makes common definitions and models of quality difficult to apply. This article provides an overview of problems concerning the application of the term "quality", it's frameworks and measurement methods to video games.
Wydawca
Rocznik
Strony
487--494
Opis fizyczny
Bibliogr. 22 poz., tab.
Twórcy
  • Czestochowa University of Technology, Poland
Bibliografia
  • 1.BOP Consulting 2010. Mapping the Creative Industries: A Toolkit, Creative and Cultural Economy series ⁄ 2, The British Council, London.
  • 2.Grönroos, C., 1984. A Service Quality Model and its Marketing Implications, European Journal of Marketing 18 (4).
  • 3.Gummesson, E., Grönroos, C., 1987. Quality of Services: Lessons from the Products Sector, (in:) Suprenant, C. (ed.), Add Value to Your Service: The Key to Success, American Marketing Association, Chicago.
  • 4.Howkins J. 2001. The Creative Economy: How People Make Money From Ideas, Penguin, London.
  • 5.International Organization for Standarization 2015. ISO 9000:2015, retrieved from: https://www.iso.org/obp/ui/#iso:std:iso:9000:ed-4:v1:en [21.04.2019].
  • 6.Ip, B., Jacobs, G. 2006. Quality function deployment for the games industry: Results from a practical application, Total Quality Management, 17, 835–856.
  • 7.ITU-T, 2008. Recommendation E.800: Definitions of terms related to quality of service, Telecommunication Standardization Sector of ITU.
  • 8.Jacobs, G., Ip, B. 2003. Matching games to gamers with quality function deployment, TQM & Business Excellence, 14, 959–967.
  • 9.Kao Y.-F., Huang L.-S., Wu C.-H., 2008. Effects of theatrical elements on experiential quality and loyalty intentions for theme parks, Asia Pacific Journal of Tourism Research, 13(2), 163–174.
  • 10.Lagari K. u.R., Crespi N., 2012. Toward Total Quality of Experience: A QoE Model in a Communication Ecosystem, IEEE Communications Magazine 50(4), 58-65.
  • 11.Murphy-Hill E., Zimmermann T., Nagappan N., 2014. Cowboys, Ankle Sprains, and Keepers of Quality: How Is Video Game Development Different from Software Development?, International Conference on Software Engineering, 1–11. ACM, New York.
  • 12.Nacke L., 2009. From Playability to a Hierarchical Game Usability Model, Proceedings of the 2009 Conference on Future Play @ GDC Canada, 11-12.
  • 13.Otto, J. E., & Ritchie, J. R. B., 1996. The service experience in tourism. Tourism Management, 17(3), 165–174.
  • 14.Parasuraman A., Zeithaml V.A., Berry L.L., 1985. A Conceptual Model of Service Quality and Its Implications for Future Research, Journal of Marketing 49.
  • 15.Parry G., Newnes L., Huang X,. 2011. Goods, Products and Services (in:) Macintyre M., Parry G., Angelis J. (Eds.), Service Design and Delivery, Springer.
  • 16.Raczynski B., Curtis B., 2008. Software Data Violate SPC’s Underlying Assumptions, IEEE Software, 25 (3), 49-51.
  • 17.Ruuska E., 2015. Quality assurance testing in video games. The importance and impact of a misunderstood industry, Bachelor’s Thesis, Tampere University of Applied Sciences.
  • 18.Schreirer J., 2017. Top Video Game Companies Won't Stop Talking About 'Games As A Service', Kotaku.com, 30.05.2017, retrieved from: https://kotaku.com/top-videogame-companies-wont-stop-talking-about-games-1795663927 [22.04.2019].
  • 19.United Nations, 2004. Creative Industries and Development, TD(XI)/BP/13, United Nations Conference on Trade and Development, Sao Paulo, 13–18 June 2004.
  • 20.Vargo S.L., Lusch R.F., 2004. Evolving to a new dominant logic for marketing, Journal of Marketing, 68 (1), 1–17.
  • 21.Villapaz L., 2013. 'GTA 5' Costs $265 Million To Develop And Market, Making It The Most Expensive Video Game Ever Produced: Report, International Business Times, 08.09.2013, retrieved from: https://www.ibtimes.com/gta-5-costs-265-milliondevelop-market-making-it-most-expensive-video-game-ever-produced-report [27.04.2019].
  • 22.Wijman T., 2018. Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018, Newzoo.com, 30.04.2018, retrieved from: https://newzoo.com/insights/articles/global-games-market-reaches-137-9- billion-in-2018-mobile-games-take-half/ [29.04.2019].
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa Nr 461252 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2020).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-601b7023-ef75-47bc-b67d-46c2e95c4a7e
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.