The relation between gamers audiences and gaming industry workforce

Q3 Arts and Humanities International Journal of Film and Media Arts Pub Date : 2020-06-30 DOI:10.24140/ijfma.v5.n1.01
Ivan Barroso
{"title":"The relation between gamers audiences and gaming industry workforce","authors":"Ivan Barroso","doi":"10.24140/ijfma.v5.n1.01","DOIUrl":null,"url":null,"abstract":"Relationships between gaming audiences and the industry workforce has 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. Author","PeriodicalId":36220,"journal":{"name":"International Journal of Film and Media Arts","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2020-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Film and Media Arts","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24140/ijfma.v5.n1.01","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 1

Abstract

Relationships between gaming audiences and the industry workforce has 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. Author
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
玩家受众与游戏产业劳动力之间的关系
几十年来,游戏用户和行业员工之间的关系一直是一个重要因素,成为高知名度工作室的经济驱动力,这导致了预算规模的增加和工期的缩短。资本主义下的创意媒体产品的定义是“研究、产品规划和设计、包装、宣传和促销、定价政策、销售和分销”(Ryan, 1991,第186页),这与当代的营销策略完全一致。在这种观点下,营销策略的内在复杂性导致了风险的增加,这使得从头开始创造原创产品成为一个困难的命题。这反过来又可以解释他们对风险的厌恶,这使得续作和连载成为首选,游戏变成纯粹的产品,用户变成纯粹的消费者。本文的目的是追溯游戏行业的核心用户定义过程,因为它与某些游戏如何在市场上建立起来有关,以及这如何影响游戏开发者的工作条件。本文的范围是大预算游戏,以及这些游戏与游戏行业中某些普遍的、潜在有害的用户期望之间的关系。作者
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.20
自引率
0.00%
发文量
1
期刊最新文献
The future of audio-visual designers with a focus on sound Editorial: Sound – Screen – Research “Sound-Conscious” Screenwriting: Considering sound as storytelling tool in the screenplay The Construction of a Different Fantasmatic Body – Post-Cinematic Experience Between ASMR and Multi-Vocality Sound Dramaturgy
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1