1. |
- zackariasson, Peter, et al.
(author)
-
Creativity in the video game industry
- 2010
-
In: Creativity. - New York : Nova Science Publishers. - 9781616688073 ; , s. 109-120
-
Book chapter (other academic/artistic)abstract
- In the summer of 1961 an MIT student by the name of Steve „Slug‟ Russell was tinkering with the campus computer. It was not a very complex computer by today‟s standards, but by the standard of that time it was highly complex, not to mention expensive. Steve was exploring the possibilities of that machine - more precisely, trying to demonstrate with an engaging and fun program the capabilities of this machine. And making a game was, in his eyes, the best way to go about it. This creative achievement would not only be the start of Steve‟s career, but also of an industry that, just as in this first game, thrives on creativity and tinkering with computers. The result of Steve‟s tinkering was the video game Spacewar. This game is credited as the first „real‟ video game (Demaria and Wilson 2004, Kent 2001). Despite its crude setup, consisting of two spaceships dueling on a round monitor, it quickly achieved immense popularity. It is said that the game was copied onto most university computers in the USA at that time. The impact of this game grew as more, and more, people saw it, and played it. Nolan Bushnell, for example, was an avid gamer2 of Spacewar, he would later establish the Atari Company. This was one of the first large company developing video games, and it was highly successful in the early days of the video game industry.
|
|
2. |
- Sandqvist, Ulf, 1976-, et al.
(author)
-
The dematerialisation and democratisation of currencies : a historical description of currencies and how the physical has been replaced with the virtual
- 2010
-
Conference paper (other academic/artistic)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.
|
|
3. |
|
|
4. |
- Zackariasson, Peter, et al.
(author)
-
Paradigm shifts in the video game industry
- 2010
-
In: Competitiveness Review: An International Business Journal. - : Emerald Group Publishing Ltd. - 1059-5422. ; 20:2, s. 139-151
-
Journal article (peer-reviewed)abstract
- Purpose – The purpose of this paper is to identify, characterize, and discuss paradigm shifts thathave occurred in the video game industry with some emphasis on competition and competitiveness.Design/methodology/approach – Basically, the paper depends upon a review of the literatureassociated with video game development. Past history is taken from texts and academic papersdealing with the subject. More current observations are taken from the business and popular press.These observations are placed within a context associated with the classic papers on industryevolution, paradigms, paradigm shifts, competition, and competitiveness.Findings – It is difficult to capture present shifts in such a fast-growing industry, but these shiftsseem clear: the original entry of video games into the arcade sector that led to the industry and thedemise of pinball; the development of the home cartridge and console that made the industry ahome-based phenomenon; the entry of independent game-publishers that made the industry atwo-tiered one; and the development of massively multiplayer online role-playing games (MMORPGs)that changed the way games are played.Originality/value – The video game industry is an interesting one to follow. To an extent, itsdevelopment characterizes our generation – fast paced, technologically oriented, and targeted towardthe young and young at heart. This paper takes the subject away from a historical or anecdotalapproach and places it within the context of industry evolution, paradigms, and paradigm shifts. Itthus should be of value to students of not only video games, but also the evolution of rapidly growingindustries and establishment of competitive advantages.
|
|
5. |
- Zackariasson, Peter, et al.
(author)
-
Virtual identities and market segmentation in marketing in and through massively multiplayer online games (MMOGs)
- 2010
-
In: Services Marketing Quarterly. - : Taylor & Francis. - 1533-2969 .- 1533-2977. ; 31:3, s. 275-295
-
Journal article (peer-reviewed)abstract
- It has been asserted that the emergence of virtual worlds has changed the ways that business may be conducted. In massively multiplayer online games (MMOGs) a participant is given the opportunity to not only create an identity of how they would like to appear but also select individual activities. Clearly, this opportunity may carry marketing implications because marketers are given the opportunity to consider potential customers as they might like to be. Background in self-identity and buying behavior, the nature of MMOGs, taxonomy of gamers, and the construction of identity is sketched. Five propositions are developed that summarize our observations from this foundation.
|
|
6. |
|
|
7. |
|
|
8. |
- Zackariasson, Peter, et al.
(author)
-
Creativity in the Video Game Industry
- 2010
-
In: Alessandra M. Corrigan (ed.) Creativity: Fostering, Measuring and Context.. - : Nova Science Publishers. - 9781617280672
-
Book chapter (other academic/artistic)
|
|
9. |
|
|
10. |
|
|