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1
Content available Customer Involvement in the Game Development Process
100%
EN
The creative industry is a fast developing sector of economy in many countries. Growing competition in this area has led many companies to implement strategy of users' involvement in product development in order to deliver products that are more aligned with customers’ needs. On the other hand, the attempt to align the customers’ expectations with artistic creativity may create tensions. Therefore, the aim of the research is to examine the methods of users’ involvement in product development and real impact of the users on project design. The obtained findings are based on two-year qualitative research project conducted in game development companies.
EN
Digital games are one of the biggest cultural phenomenon of our time. From the first primitive devices, throught milestones of age, which inherited cultural status, to the newest technology – every part has its own meaning and proves that humans are playful creatures. But in digital games lies much greater potential, which can be used outside of the gaming industry, because games have an irredeemable place in the majority of the population. In current times we can even talk about gaming society and the author of this overview study sees his goal to process the historical development of digital games, analyse its current state and therefore this study could serve as the theoretical framework for further exploration, such as the future development of this area.
EN
Concomitant with its recent growth, politics have in several cases pervaded the video gaming industry (as in Americas Army by the US Army in 2003 or Special Force by the Hezbollah). Other games deserve closer scrutiny. This article focuses on Quraish, its Syrian developer Afkar Media, and on the reactions to its creation and diffusion. However, instead of being a simple tool of political manipulation, this game is part of a larger phenomenon: an endogenous set of statements from Arab societies about themselves, to themselves and the West. This article intends to demonstrate that popular objects can be used to make autonomous statements about society challenging both endogenous orthodoxy and exogenous Orientalism.
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63%
EN
The paper presents the results of implementation of innovative learning methods in university teaching instruction supported by Erasmus+ Project “GameHub – University– Enterprises Cooperation in Game Industry in Ukraine” during 2015–2017. Educational games, which merge instructional content with game characteristics, encourage students to participate actively in learning process: guided by teachers the students have to plan their scientific work, take responsibility for completing it and deliver outcomes of good quality. Although Ukraine has solid educational system, teaching methods in use are traditional, and the approach to education is conservative. Hence, the ambitious objective of the GameHub Project is to build a pioneer education programme, which accommodates the implementation of innovative learning methods in new educational centers that are nowadays being developed at Ukrainian universities. The results are illustrated with a case study of developing a two-stage process of designing board and computer educational games at the GameHub at Odessa National Polytechnic University in Odessa, Ukraine.
PL
W artykule przedstawiono rezultaty wdrożenia grywalizacji i innowacyjnych metod nauczania w procesie kształcenia realizowanym w ramach projektu “GameHub – University–Enterprises Cooperation in Game Industry in Ukraine Project” w latach 2015–2017. Gry edukacyjne łączą wykonywanie poleceń ze specyfiką zabawy i rywalizacji, co powoduje, że gracz zaczyna myśleć i zachowywać się jak naukowiec-odkrywca i silniej angażuje się w proces przyswajania wiedzy, a także czuje się odpowiedzialny za przebieg całego przedsięwzięcia edukacyjnego. Programy nauczania na ukraińskich uniwersytetach pozwalają na zdobycie rzetelnej wiedzy, jednakże sposób jej przekazywania wciąż jest bardzo tradycyjny i nie zaspakaja potrzeb edukacyjnych dzisiejszych studentów. Dlatego jednym z ambitnych celów projektu GameHub było stworzenie pionierskiego programu nauczania, który byłby realizowany z wykorzystaniem nowoczesnych metod edukacyjnych. Sposób tworzenia i implementacji takiego programu został pokazany na przykładzie procesu projektowania, rozwijania i wdrażania gier planszowych i komputerowych w centrum GameHub w Odeskim Narodowym Uniwersytecie Politechnicznym.
5
63%
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.
EN
Social relationships of both managers and creative workers in the context of value creation
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