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2023, GLOBALIZATION IN THE WORLD OF VIDEO GAMES (Atena Editora)
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This article presents a brief discussion about the context of video games in contemporary society. This scenario takes place in an increasingly globalized and modern world of technology, as not only physical products began to be sold through all materialized networks, but also digital products. It is worth noting that video games are an important factor in the world economy, while more than half of all profits in the entertainment industry today come from the video games sector. Furthermore, from a phenomenological perspective, video games can represent the culture of both the place of origin in which the game was developed, and the place where it was set, functioning as vehicles of social particularities. In general, the player can “virtually” experience different geographic spaces without knowing them physically. To prepare this article, a methodology based on bibliographical research was used, which made use of several scientific articles and reports. The article ends by highlighting the idea that due to the strong influence of electronic games on society and the economy, it is necessary to carry out studies like these to better understand the new generations and dynamics of a globalized world. It also considers that the concentration of income presented by each country in the world economic system is directly linked to its profit role in this economic sector.
New media & society, 2006
2006
The range of different digital games and the geographical and cultural range of game playing has expanded greatly during their years of adoption. Initially isolated into research laboratories and universities, digital games are currently within the reach of billions of people–in the form of mobile phone games, if not as computer games or video games for various arcade and home consoles.
2017
Video games are a global phenomenon that pervades much of society irrespective of age, gender, or social status. The global video game culture is inherently asymmetrical, with games produced in particular regional centers dominating the markets. As a result, local video game production and consumption are intrinsically hybrid cultural practices that accommodate cross-cultural encounters. This article analyzes the personal, institutional, and cultural dimensions of video game production and consumption in two increasingly important, yet understudied, regions: Eastern Europe and the Middle East. It uses case studies on the Czech and Iranian gaming scenes as examples. Beyond the politico-economic aspects of video game production, the article empirically analyzes the manifestation of Czech and Iranian gaming cultures on social networking sites and their connections to global game culture. It examines the audiences of global, Iranian, and Czech gaming sites on Facebook and explores their...
Proceedings of the 31st International Business Information Management Association Conference (IBIMA), 2018
This paper is devoted to the research of the social and cultural impacts of video games. Video games are represented as the product of digital culture that substantially affects a modern person, alters traditional social practices, and transforms cultural space. Reviewing scientific researches related to video games influence on people we have educed positive and negative outcomes. The bottom line is that modern studies of video games have turned to researching positive effects of gaming technology and its potential in other cultural fields' development. We have shown that video games and gaming industry strongly influence economy and society playing an important role in social changes. We have come to the conclusion that the gaming industry is creative and has solid potential, it is changing the space of modern culture forming new artistic images, new cultural identities, new forms of art, new cultural phenomena.
2011
Computer and console gaming has become a major entertainment sector around the globe. Still, the diffusion rates and the general acceptance of gaming vary between countries. There is some anecdotal evidence that there are countries and regions which are more open to technological advancement and gaming in particular. However, until now, researchers had to rely mostly on market research and industry information when trying to identify the state of gaming in their respective countries. In a unique effort to solve the problem of missing cross-national research, this panel brings together several international teams of researchers, presenting several large-scale surveys in a comparative manner.
2021
Modern reality gives many reasons to pay attention increasingly to video games, which have now exceeded their entertaining purpose. Modern video games are not only one of the most popular leisure options, but also fulfill other important goals, including education and upbringing. According to such ever-growing demand, the production of video games engages in this process a large number of specialists. Thanks to these specialists, well-developed companies have a great opportunity to maintain the profitability in the market. While researching the translation of video games as well as sites and software, due to the need to make certain linguistic and cultural changes in the product the concept of “localization” is most often used. An important factor in the popularity of the gaming industry is the high-quality localization of video games, the full adaptation of the computer multimedia environment to the interests and needs of a particular locale
As of today, The Video Game Industry has become one of the most profitable and influential leisure business in the world. Alongside this trend, Video Games have become one the most important elements that contribute to the integration of online media, mainly because of the offers of interaction and entertainment that they provide to online users. Because of this, as long as the medium continues to increase, the way it affects on social processes and consumption habits will only be more prevalent. Throughout this presentation, I examine the rise of video games that have been specially localized and directed specifically to certain audiences and can only be found on certain markets and regions, and how this process may change the way developers, consumers and people envision these cultural objects.
Routledge, 2018
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.
2016
Playing games is one of the most important tools for children to use their creativity, to express themselves, and to improve their skills. Educative and effective games are seen as the easiest ways to socialize. Advancements in technology and digital systems have also been changing the quality of games and altering the traditional understanding of the game. Games in digital field, whose scope of setting is expanding every second, are used as new places for teenagers to socialize where they can access to all players globally. Changing definition of public areas is providing encounters in digital world and hegemony of one culture over another is established by means of video games. Digital games as products of culture industry have been bought and sold as new media products; thus customers of these game companies could not get over with the hegemonic effect of these products. In this study, GTA V, which is the last product of Grand Theft Auto (GTA) digital game series, is going to be ...
IRJCS:: AM Publications,India, 2024
Currently, video games have become a rapidly growing industry in our globe. However, they are mostly seen as having a detrimental influence on society. This research aims to investigate and analyse the beneficial effects of the gaming business and its potential in addressing various global challenges. The modern environment has seen a significant upsurge in the video gaming business, establishing it as a swiftly expanding sector. This study aims to thoroughly investigate and explore the positive aspects of the gaming business, despite the common belief that video games mostly have negative impacts on society. By doing so, it aims to clarify the ways in which gaming positively helps to addressing various global concerns. These techniques include the areas of Education and Learning, Social Impact and Empathy, and Crowd-Sourcing and Problem Solving. 1. Education & Learning: Video games have the potential to revolutionize academics by providing immersive learning and interactive experiences. It may also aid in envisioning certain levels, which can facilitate a deeper comprehension. 2. Gaming may facilitate the comprehension of many cultures and enhance social awareness, hence contributing to social impact and empathy. Multiplayer connectedness facilitates emotional and mental connection, allowing players to build emotional bonds with game characters inside the gaming environment. 3. Crowd-sourcing and problem solving: Video games facilitate comprehension of global concerns via virtual reality, devoid of any real-world consequences. It enables the connection with a vast number of actors and addressing significant global challenges.
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Renard Gluzman, Vered Pnueli, "Envisioning a cosmopolitan age for gaming. A case study of speculative future for the Israeli games industry," FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games Proceedings, Athens (5-8 September 2022)., 2022