The relation between gamers audiences and gaming industry workforce

dc.contributor.authorIvan,Barroso
dc.contributor.institutionEscola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
dc.date.issued2020
dc.descriptionInternational Journal of Film and Media Arts
dc.description.abstractRelationships between gaming audiences and the industry workforce have been a significant factor for decades, becoming an economic driver for high-profile studios, which has led to an increase in budget size and a tightening of deadlines. The definition of creative media products under capitalism as “research, product planning and design, packaging, publicity and promotion, pricing policy, and sales and distribution” (Ryan, 1991, p.186) resonates perfectly with contemporary marketing strategies The inherent complexity of marketing strategy in this view accounts for heightened risks, which make the creation of original products from scratch a difficult proposition. This, in turn, can account for a certain aversion to risk, which makes sequels and serialization a preferred option, whereby games become mere products, and audience mere consumers. The aim of this article is to trace the process through which the games industry’s core audience became defined, as it relates to how certain game titles became established in the market, and how this affected working conditions for game developers. The scope of this article is big-budget game titles, and how these related to the establishment of certain pervasive, potentially harmful audience expectations in the games industry.en
dc.description.statusNon peer reviewed
dc.formatapplication/pdf
dc.identifier.citationIvan , B 2020 , ' The relation between gamers audiences and gaming industry workforce ' , International Journal of Film and Media Arts .
dc.identifier.issn2183-9271
dc.identifier.urlhttp://hdl.handle.net/10437/10289
dc.language.isoeng
dc.publisherEdições Universitárias Lusófonas
dc.relation.ispartofInternational Journal of Film and Media Arts
dc.rightsopenAccess
dc.subjectAUDIOVISUAL
dc.subjectJOGOS
dc.subjectVIDEOJOGOS
dc.subjectAUDIÊNCIAS 
dc.subjectINDÚSTRIA DE VIDEOJOGOS
dc.subjectAUDIOVISUAL
dc.subjectGAMES
dc.subjectVIDEO GAMES
dc.subjectAUDIENCES
dc.subjectVIDEO GAME INDUSTRY
dc.titleThe relation between gamers audiences and gaming industry workforceen
dc.typearticle

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