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  • Resultat 333551-333560 av 552348
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333551.
  •  
333552.
  • Sandqvist, Tom, 1954- (författare)
  • Till min syster
  • 2004
  • Ingår i: Kajsa Mattas. - Stockholm : Kajsa Mattas. ; , s. 3-4
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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333553.
  •  
333554.
  • Sandqvist, Ulf, 1976- (författare)
  • 9 av 100 : om könssegregationen inom den digitala spelindustrin
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this article is to describe the gender segregation and the existing barriers preventing a more equal gender representation within the Swedish game development industry. There has always been a strong belief in computer technology and new information technology and its potential to create a more equal and democratic society. These hopes have rarely materialized. Instead the same problems remain. Digital games are currently one of the most important popular cultural commodities and affect many people both young and old. This study shows that although the industry has expanded rapidly, the gender segregation is still comprehensive. There seems to be three kinds of obstacles to a greater integration. The first kind are structural problems surrounding how companies are established and how they expand. The second kind are internal factors like workload, negative jargon and the kind of games that are games created. Finally there are problems related to external conditions such as education and the game culture as a whole. These barriers seem to reproduce gender imbalance and create a complex system where multiple changes are required to achieve a positive development and gender balance within the industry.
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333555.
  • Sandqvist, Ulf, 1976- (författare)
  • Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005
  • 2007
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis. Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. There are today educations that are focused on game development and there are programs which allocates grants towards game companies. The rapid development in the computers technology has had a great impact on the game industry, which is dependent on hardware development to create games. The first computer games were made for some of the very first computers in the 1940´s and 1950´s. In the 1970´s a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and includes today some of the largest companies in the world. The Swedish industry follows the international pattern but developed a bit later and the first Swedish game companies were founded in the late 1980´s. The industry has expanded, especially between 1998 and 2002. In 2005 the number of people employed in the industry had increased to over 600. During the period under study the industry seems to have had a constant problem with making a profit. Especially in 2002 and 2003 the industry has had economic problems and some of the lager companies were bankrupt.
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333556.
  • Sandqvist, Ulf, 1976- (författare)
  • Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010
  • 2010
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. First with a macro approach where all Swedish game developers were identified and general data from the annual reports was collected. The second part is a case study with three Swedish game developing companies focusing on the production and development of the firms. The game industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. Yet little research has been done about the Swedish game industry. In general the game industry outside the larger videogame producing countries USA, Japan and the UK has been ignored to a large part in academic research. The first computer games were made for some of the very first computers in the 1940’s and 1950’s. In the 1970’s, a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and today it includes some of the largest companies in the world. The Swedish industry follows the international pattern. Evidence suggests that the first Swedish games were created in the 1950’s at the large university computers. But a game developing industry seems to have developed a bit later than internationally when the first Swedish game companies were founded in the late 1980’s and early 1990’s. The Swedish industry entered an introduction phase from the middle of 1980’s, a couple of years after the introduction of personal computers, until the end of the 1990’s. An expansion phase started in 1998. The expansion was strong between 1998 to 2002 and 2006 to 2008. In 2008 the number of people employed in the industry had increased to over 1300. During the studied period the industry seems to have had constant problems making a profit. Especially in 2002 and 2003 the industry had economic problems and some of the larger companies went bankrupt. The distribution among the companies shows that the concentration within the industry is growing. A few companies have expanded rapidly and have well over a hundred employees. The industry is very gender segregated and the number of women working in the industry is under ten percent. To study the development on a micro level, three Swedish game developing companies were selected. The focus was the development and change in production and organisation. The structure of the industry seems to have been changing with the fast technical development. A more modular structure seems to be emerging within the industry. In a number of areas a modular system has emerged. It is possible to buy more parts and productions capacity on the market. It is possible to buy game engines and outsource motions-capture work to other specialized companies. The relation to game publishers seems to influence the companies and create uncertainty for the game developers when they do not own the rights to the intellectual properties. The three game developers also have a similar development being founded by computer interested young men wanting to pursuit their interest as a job. The Swedish subculture around the so called “demoscene” seems to have been a factor in the early development of the industry and a recruitment base for the early developers.
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333557.
  • Sandqvist, Ulf, 1976-, et al. (författare)
  • The dematerialisation and democratisation of currencies : a historical description of currencies and how the physical has been replaced with the virtual
  • 2010
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this paper we examine the relation between the dematerialisation of currencies and democracy. We argue that money play an important role in any democratization process, as it enables and provide assets needed for individuals. Physical currency has a long history in supporting trade. It has also existed in many different shapes, depending on local demands and practices. In the shaping of virtual worlds cybercash has been made a part of this, although the trade practices depends on the type of virtual world: extension worlds or detension worlds. But, learning from the historical development, cybercash can be compared to other forms of currencies and therefore it is very likely that cybercash will be as important for any democratization process in virtual worlds as currencies has been in the physical world.
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333558.
  • Sandqvist, Ulf, 1976- (författare)
  • The evolution of the game industry 1971-2015: innovations and economic cycle theory
  • 2016
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This article will discuss recent and historical transformation periods within the game industry and put them in a macro-economic context. The last couple of years have been very turbulent within the game industry. Numerous game developing companies have shut down, even some of the well-established and high profile game studios have closed. Electronic Arts, Lucas Arts and Microsoft have terminated or sold many of their game studios. The highly acclaimed US studio Irrational Games announced in 2014 that it was going to close down and start a transformation into a smaller studio. Retailing has also struggled. The Scandinavian wing of the chain store GAME went bankrupt in June 2015.This transformation comes as a number of radical (maybe even disruptive) innovations and new business models have been introduced (Baumane-Vitolina and Apsite 2013, White and Searle 2013, Hotho 2013). The new dominant paradigm is based on digital distribution and a further emphasis on networking and mobility. This have, due to scalability and low marginal costs, made new game genres e.g. indie, episodic and social games more economic and technically realistic. New ways to finance game development have also emerged e.g. crowdfunding and early access schemes. Finally, we seem to be at the verge of some major technological breakthroughs in VR, open source hardware/software, voice recognition and artificial intelligence.Schumpeterian innovation theory has become a popular way to explain and understand industry change in the last decades. This article will however focus on another aspect of this theory namely economic cycle theory. Schumpeter and other scholars argue that major technological innovations will occur in development blocks, and as a result reshape the structure of the economy. This will result in economic cycles (Schumpeter 1934 and 1939, Kondratiev 1935, Keynes 1936, Dahmen 1984). Scholars have periodised these cycles in different ways. Within the Nordic structural analytical tradition have Lennart Schön, among others, found evidence for a 40-year cycle. It is possible that the 2007-2009 financial crisis marked the beginning of a new cycle and that we have now entered a transformation period (Schön 2013). An economic crisis will accelerate the destruction of existing structures and will reallocate resources to new sectors and innovations in what Schumpeter would call a great gale of creative destruction (Schumpeter 1942).The hypothesis in this article is that cycle theory can be used to explain the development of the game industry since the 1970s. The theory may help us build a better understanding and periodization of the game industry evolution. This article will contribute to game research within the fields of history and social sciences. The article will focus on three questions in relation to the game industry. Why have so many major structural changes occurred within the game industry in recent years? Have there been similar periods historically? How can we understand and periodise major changes in technology and business models within the game industry?
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333559.
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333560.
  •  
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