Games in Context: Analysis of Video Game Development and Promotion
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AI Summary
This report provides a comprehensive overview of the video game industry, examining its historical development from the 1950s to the present. It explores technological innovations like voice and gesture control, and analyzes how society, culture, technology, and economy influence game development. The report investigates the relationship between audience expectations and product development, as well as how culture, technology, and society impact game design. It also discusses video game promotion within its social and cultural context, providing an analysis of contemporary game development practices and theories. The report covers topics such as the evolution of gaming consoles, the impact of social media, and the importance of understanding the target audience to create successful games. Furthermore, the report addresses the impact of violence in video games and the influence of influencers and bloggers in game promotion.
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Table of Contents

INTRODUCTION...........................................................................................................................1
MAIN BODY...................................................................................................................................2
Task 1.....................................................................................................................................2
Historic development of the video games industry...........................................................2
Technological innovations within the games industry......................................................3
Task 2.....................................................................................................................................3
Ways that society, culture, technology and economy inform video game development. .3
Relationships between audience expectations and product development in the video games
industry..............................................................................................................................5
Task 3.....................................................................................................................................5
Ways that culture, technology and society inform the design of a specific game.............5
Relationship between video game promotion and social and cultural context..................6
Task 4.....................................................................................................................................7
Presentation of research, analysis and conclusion.............................................................7
Presentation that articulates theories and practices of contemporary games development8
CONCLUSION................................................................................................................................9
REFERENCES..............................................................................................................................10
MAIN BODY...................................................................................................................................2
Task 1.....................................................................................................................................2
Historic development of the video games industry...........................................................2
Technological innovations within the games industry......................................................3
Task 2.....................................................................................................................................3
Ways that society, culture, technology and economy inform video game development. .3
Relationships between audience expectations and product development in the video games
industry..............................................................................................................................5
Task 3.....................................................................................................................................5
Ways that culture, technology and society inform the design of a specific game.............5
Relationship between video game promotion and social and cultural context..................6
Task 4.....................................................................................................................................7
Presentation of research, analysis and conclusion.............................................................7
Presentation that articulates theories and practices of contemporary games development8
CONCLUSION................................................................................................................................9
REFERENCES..............................................................................................................................10
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INTRODUCTION
With the rise in technology and people finding their own ways for their own entertainment
in this context games becomes a part of their life and essential source of entertainment. It
delivers engagement of gamers and generate jobs for various developers and it enhances the
economy level also. Technology has played a vital role in the development of video game and
working on them more will generate more gamers for the developers as they have competition in
market (Keogh, 2019). The following discussion is made on the historic development of the
video games industry, technological innovations within the games industry, ways that society,
culture, technology and economy inform video game development, relationships between
audience expectations and product development in the video games industry, ways that culture,
technology and society inform the design of a specific game, relationship between video game
promotion and social and cultural context, presentation of research, analysis and conclusion and
presentation that articulates theories and practices of contemporary games development with
proper findings and conclusion.
1
With the rise in technology and people finding their own ways for their own entertainment
in this context games becomes a part of their life and essential source of entertainment. It
delivers engagement of gamers and generate jobs for various developers and it enhances the
economy level also. Technology has played a vital role in the development of video game and
working on them more will generate more gamers for the developers as they have competition in
market (Keogh, 2019). The following discussion is made on the historic development of the
video games industry, technological innovations within the games industry, ways that society,
culture, technology and economy inform video game development, relationships between
audience expectations and product development in the video games industry, ways that culture,
technology and society inform the design of a specific game, relationship between video game
promotion and social and cultural context, presentation of research, analysis and conclusion and
presentation that articulates theories and practices of contemporary games development with
proper findings and conclusion.
1
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MAIN BODY
Task 1
Historic development of the video games industry
The development of video games is going a distant since 1950s, whilst instructional
personal computer scientists started designing easy video games and simulations not only
for recreation but also a part of their studies.
At M.I.T. with inside the 1960s, professors along with college students make video
games consisting of 3-d tic-tac-toe along with Moon Landing (Borg, Garousi, Mahmoud,
Olsson and Stålberg, 2019).
These video games have been performed on computer systems consisting of the IBM
1560, along with actions have been made through punch cards.
Video games did now no longer attain mainstream reputation as they use to have in
Nineteen Seventies and 1980s.
In online gaming Whilst video arcade video games and online game consoles, the use of
joysticks, buttons, along with different controllers, in conjunction with photographs on pc
displays and domestic pc video games have been delivered to the overall public.
During the 1980s, gaming computer systems, early on-line gaming as well as hand-held
LCD video games emerged; this period become suffering from the online game crash of
1983.
During the Nineteen Seventies, the primary era of domestic consoles emerged, inclusive
of the famous sport Pong and various "clones".
The Nineteen Seventies become additionally the technology of mainframe pc video
games (Johnson, 2018).
The golden age of arcade video games become from 1978 to 1982. The 1/3 era of
consoles, which have been 8-bit units, emerged from 1983 to 1995.
The fourth era of consoles, which have been 16-bit models, emerged from 1987 to 1999.
The Nineteen Nineties noticed the resurgence and decline of arcades, the transition to 3-d
video games, progressed held video games, and PC gaming.
The 5th era of consoles, which have been 32 and 64-bit units, become from 1993 to 2006.
2
Task 1
Historic development of the video games industry
The development of video games is going a distant since 1950s, whilst instructional
personal computer scientists started designing easy video games and simulations not only
for recreation but also a part of their studies.
At M.I.T. with inside the 1960s, professors along with college students make video
games consisting of 3-d tic-tac-toe along with Moon Landing (Borg, Garousi, Mahmoud,
Olsson and Stålberg, 2019).
These video games have been performed on computer systems consisting of the IBM
1560, along with actions have been made through punch cards.
Video games did now no longer attain mainstream reputation as they use to have in
Nineteen Seventies and 1980s.
In online gaming Whilst video arcade video games and online game consoles, the use of
joysticks, buttons, along with different controllers, in conjunction with photographs on pc
displays and domestic pc video games have been delivered to the overall public.
During the 1980s, gaming computer systems, early on-line gaming as well as hand-held
LCD video games emerged; this period become suffering from the online game crash of
1983.
During the Nineteen Seventies, the primary era of domestic consoles emerged, inclusive
of the famous sport Pong and various "clones".
The Nineteen Seventies become additionally the technology of mainframe pc video
games (Johnson, 2018).
The golden age of arcade video games become from 1978 to 1982. The 1/3 era of
consoles, which have been 8-bit units, emerged from 1983 to 1995.
The fourth era of consoles, which have been 16-bit models, emerged from 1987 to 1999.
The Nineteen Nineties noticed the resurgence and decline of arcades, the transition to 3-d
video games, progressed held video games, and PC gaming.
The 5th era of consoles, which have been 32 and 64-bit units, become from 1993 to 2006.
2

Technological innovations within the games industry
Voice managed gaming has been round for a while, however the cap potential of the
usage of the era in gaming structures has eventually stuck as much as reality—computer
systems at the moment are capable of without problems understand voice instructions
from the user.
Not best can you switch the console on and stale the usage of this tech, however you may
additionally use voice instructions to manipulate gameplay, have interaction on social
media, play choices out of your media library, or seek the web, all through genuinely
speaker in your gaming system (Cote and Harris, 2021).
Gesture control Or, take away your controller altogether! Intel RealSense era lets in you
to play first man or woman shooter video games—or genuinely have interaction together
along with your device—with only some waves of your hand.
Using a three-D digital that tracks 22 separate factors for your hand, gesture manage lets
in customers to hook up with their gaming revel in through the usage of the herbal actions
of your body.
For example, the sport Warrior Wave employs RealSense era so that you can use your
hand (the definition of which suggests up at the screen) to steer a collection of Ancient
Greek squaddies to safety (McKenzie, Trujillo and Hoermann, 2019).
People come a protracted manner from the times of simple 8-bit pictures in gaming.
Cutting Improvements now permit game enthusiasts to revel in video games in
completely rendered worlds with picture graph sensible textures.
Task 2
Ways that society, culture, technology and economy inform video
game development
Various method through which information regarding society, technology, culture as well
as economy improvisation can boost innovation along with enhancement in creativity: It
becomes very easy for owners of the entities to engage their gamers as they deliver the
comfort and ease to play their games on bed or couch.
3
Voice managed gaming has been round for a while, however the cap potential of the
usage of the era in gaming structures has eventually stuck as much as reality—computer
systems at the moment are capable of without problems understand voice instructions
from the user.
Not best can you switch the console on and stale the usage of this tech, however you may
additionally use voice instructions to manipulate gameplay, have interaction on social
media, play choices out of your media library, or seek the web, all through genuinely
speaker in your gaming system (Cote and Harris, 2021).
Gesture control Or, take away your controller altogether! Intel RealSense era lets in you
to play first man or woman shooter video games—or genuinely have interaction together
along with your device—with only some waves of your hand.
Using a three-D digital that tracks 22 separate factors for your hand, gesture manage lets
in customers to hook up with their gaming revel in through the usage of the herbal actions
of your body.
For example, the sport Warrior Wave employs RealSense era so that you can use your
hand (the definition of which suggests up at the screen) to steer a collection of Ancient
Greek squaddies to safety (McKenzie, Trujillo and Hoermann, 2019).
People come a protracted manner from the times of simple 8-bit pictures in gaming.
Cutting Improvements now permit game enthusiasts to revel in video games in
completely rendered worlds with picture graph sensible textures.
Task 2
Ways that society, culture, technology and economy inform video
game development
Various method through which information regarding society, technology, culture as well
as economy improvisation can boost innovation along with enhancement in creativity: It
becomes very easy for owners of the entities to engage their gamers as they deliver the
comfort and ease to play their games on bed or couch.
3

This also render good opportunity to various developers as well as designers who are
creative by catering more jobs for them.
Technology provides the benefit of realizing the mistakes as well as their solutions
through the monetization.
Utilization of social media deliver a good mouth of words to any sort of game as it
expands the network along with attracting more gamers.
It generates new customs which enhances their margin of profit.
Teenagers along with youngsters are the institution of humans which might be broadly
speaking enchanted to video games in society (Consalvo and Phelps, 2019).
The susceptibility of those organizations specifically youngsters is prominent, as they're
at such vital degrees of their improvement that they're rather inspired via way of means of
their environment.
For this purpose, a few worries have arisen as to why “video games have emerged as very
influential story-tellers for this technology of youngsters and youth.
This can be end result of the technical advances that have uncovered new generations to
greater picture video games which emphasize violence.
With regards to this argument there are very contrary sides, the primary being placed via
way of means of the gaming enterprise who contend that gaming is stable leisure without
a hyperlink to violence along with others being the psychologists as well as researchers
who argue that violent media indorses violence.
Research committed to this distress is huge, with “many medical research concluding that
great publicity to violent video games will increase the chance of competitive conduct in
sure youngsters.
From this publicity youngster emerge as deadened to violence making them agree with
that the arena is a ‘meaner and scarier’ area than it.
Inappropriately, those mind are regularly stated to be tough to alternate afterward in life.
Therefore, youngsters start to assume that violence is regular conduct as depicted with
inside the video games (Whitson, 2020).
Clan interplay befell on each professionally set opposition events, and at some point, of
ordinary informal gambling wherein numerous individuals of extended family might play
on a public server.
4
creative by catering more jobs for them.
Technology provides the benefit of realizing the mistakes as well as their solutions
through the monetization.
Utilization of social media deliver a good mouth of words to any sort of game as it
expands the network along with attracting more gamers.
It generates new customs which enhances their margin of profit.
Teenagers along with youngsters are the institution of humans which might be broadly
speaking enchanted to video games in society (Consalvo and Phelps, 2019).
The susceptibility of those organizations specifically youngsters is prominent, as they're
at such vital degrees of their improvement that they're rather inspired via way of means of
their environment.
For this purpose, a few worries have arisen as to why “video games have emerged as very
influential story-tellers for this technology of youngsters and youth.
This can be end result of the technical advances that have uncovered new generations to
greater picture video games which emphasize violence.
With regards to this argument there are very contrary sides, the primary being placed via
way of means of the gaming enterprise who contend that gaming is stable leisure without
a hyperlink to violence along with others being the psychologists as well as researchers
who argue that violent media indorses violence.
Research committed to this distress is huge, with “many medical research concluding that
great publicity to violent video games will increase the chance of competitive conduct in
sure youngsters.
From this publicity youngster emerge as deadened to violence making them agree with
that the arena is a ‘meaner and scarier’ area than it.
Inappropriately, those mind are regularly stated to be tough to alternate afterward in life.
Therefore, youngsters start to assume that violence is regular conduct as depicted with
inside the video games (Whitson, 2020).
Clan interplay befell on each professionally set opposition events, and at some point, of
ordinary informal gambling wherein numerous individuals of extended family might play
on a public server.
4
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Clans might regularly do their recruiting this way; through noticing the fine gamers on a
selected server, they might ship invites for that participant to both strive out or take
delivery of club with inside the extended family sport promotion along with social and
context to culture.
Relationships between audience expectations and product
development in the video games industry
Those elements are goal target market, who the builders intend to promote to.
The age variety of the target market is a defining thing and need to be taken into
consideration.
If a recreation is advanced for everybody it's going to generally go through and could fail
to maintain anyone’s attention (Bulut, 2018).
If you're developing a recreation aimed toward youngsters, you'll need to keep in mind
their age whilst making the sport, consequently there ought to be no violence, nudity or
horrific language.
They’re studying cap potential along with their cap potential to play the sport ought to
additionally be taken into consideration.
If the target market is coloration blind, then there ought to be alternatives to alternate
positive colorations to permit them to experience the sport.
The sort of gamer ought to be taken into consideration as well (Engström, Marklund,
Backlund and Toftedahl, 2018).
Are they a difficult centre gamer or an informal gamer? The difficult centre gamer has a
tendency to be male with a few ladies beginning to play greater and the informal gamer is
likewise primarily male however has a much better quantity of ladies beginning to play
informal video games because of clever telephones and Facebook video games.
Task 3
Ways that culture, technology and society inform the design of a
specific game
They provide you with a few however will probable pass over others.
5
selected server, they might ship invites for that participant to both strive out or take
delivery of club with inside the extended family sport promotion along with social and
context to culture.
Relationships between audience expectations and product
development in the video games industry
Those elements are goal target market, who the builders intend to promote to.
The age variety of the target market is a defining thing and need to be taken into
consideration.
If a recreation is advanced for everybody it's going to generally go through and could fail
to maintain anyone’s attention (Bulut, 2018).
If you're developing a recreation aimed toward youngsters, you'll need to keep in mind
their age whilst making the sport, consequently there ought to be no violence, nudity or
horrific language.
They’re studying cap potential along with their cap potential to play the sport ought to
additionally be taken into consideration.
If the target market is coloration blind, then there ought to be alternatives to alternate
positive colorations to permit them to experience the sport.
The sort of gamer ought to be taken into consideration as well (Engström, Marklund,
Backlund and Toftedahl, 2018).
Are they a difficult centre gamer or an informal gamer? The difficult centre gamer has a
tendency to be male with a few ladies beginning to play greater and the informal gamer is
likewise primarily male however has a much better quantity of ladies beginning to play
informal video games because of clever telephones and Facebook video games.
Task 3
Ways that culture, technology and society inform the design of a
specific game
They provide you with a few however will probable pass over others.
5

Disclaimer right here is that developers now no longer a dev or clothier or something like
that however do maintain up with the enterprise from afar.
They will cognizance on the sport facet with a few matters, then the enterprise facet for
the rest.
They carried out this more than one instances now and it continually appears to take a
brilliant deal of writing due to the fact They experience just like the romance of
recreation layout desires to be balanced in opposition to the realities ets (Bailey, Miyata
and Yoshida, 2021).
The in advance the higher due to the fact this will plug the complete system they if the
arena construct doesn’t have sufficient matters to populate it properly, or if the characters
are nevertheless now no longer finalized with a purpose to get their move sets optimized
earlier than beta.
What’s the sport approximately tale-wise? Studios frequently pass over the mark with the
aid of using now no longer paying sufficient interest to this factor of development.
A loss of lore or cohesive narrative, even though the sport itself is mild on that, could
make the whole lot experience flimsy and superficial.
It can and does assist tell on mechanics and tweaking the layout to in shape how the arena
works and the matters that stay in it (Politowski, Fontoura, Petrillo and Guéhéneuc,
2018).
While there might not be speak in a few games, understanding what and why matters are
can supply insights into AI for NPCs and the timing on day/night time cycles to call more
than one examples.
Throughout this system there must be some of unique competencies worried that may and
should be capable of improvise and hack restore matters as they arrive up.
Relationship between video game promotion and social and cultural
context
Social media voice must in shape the persona of your video game.
Is your game’s individual funny, geeky, adventurous or serious? This is one factor that
you need to determine first earlier than you may create your blogs and promo posts on
social media sites.
6
that however do maintain up with the enterprise from afar.
They will cognizance on the sport facet with a few matters, then the enterprise facet for
the rest.
They carried out this more than one instances now and it continually appears to take a
brilliant deal of writing due to the fact They experience just like the romance of
recreation layout desires to be balanced in opposition to the realities ets (Bailey, Miyata
and Yoshida, 2021).
The in advance the higher due to the fact this will plug the complete system they if the
arena construct doesn’t have sufficient matters to populate it properly, or if the characters
are nevertheless now no longer finalized with a purpose to get their move sets optimized
earlier than beta.
What’s the sport approximately tale-wise? Studios frequently pass over the mark with the
aid of using now no longer paying sufficient interest to this factor of development.
A loss of lore or cohesive narrative, even though the sport itself is mild on that, could
make the whole lot experience flimsy and superficial.
It can and does assist tell on mechanics and tweaking the layout to in shape how the arena
works and the matters that stay in it (Politowski, Fontoura, Petrillo and Guéhéneuc,
2018).
While there might not be speak in a few games, understanding what and why matters are
can supply insights into AI for NPCs and the timing on day/night time cycles to call more
than one examples.
Throughout this system there must be some of unique competencies worried that may and
should be capable of improvise and hack restore matters as they arrive up.
Relationship between video game promotion and social and cultural
context
Social media voice must in shape the persona of your video game.
Is your game’s individual funny, geeky, adventurous or serious? This is one factor that
you need to determine first earlier than you may create your blogs and promo posts on
social media sites.
6

You want to outline your game’s individual as though it become a person, so that you
will recognize how it's going to act or sound like (Dubois and Weststar, 2021).
Collaborate with influencers, guides and bloggers Prepare appropriate content material
and locate applicable guides and weblog writers who're inclined to percentage your
content material with their several readers.
This isn't always clean project however in case developers need to boom the attention
concerning your video game, participating with them might be very useful to you.
Video games are international phenomenon, and have become an increasing number of
primary to our cultural lives.
Drawing on new and authentic empirical data, consisting of interviews with gamers, in
addition to key representatives of the online game industry, media, schooling and arts,
this e book considers modern-day online game tradition (Lee, Schmalz, Keating and Ha,
2020).
It shows that online game tradition presents critical lens for knowledge late-modernity,
virtual and participatory cultures, and the hegemony of neoliberal political rationalities.
Task 4
Presentation of research, analysis and conclusion
From the this report it can be deriving that in today’s world games are becoming the part
of life of a person and they have their drawbacks along with that they render some
benefits to mankind (Young, 2018).
They are effective and important in each and every aspect of life.
Video games are international phenomenon, and have become an increasing number of
primary to our cultural lives.
Drawing on new and authentic empirical data, consisting of interviews with gamers, in
addition to key representatives of the online game industry, media, schooling and arts,
this e book considers modern-day online game tradition (Rajanen and Tapani, 2018).
Games require effective cognition which require research and training for the endowment
of their improvisation.
7
will recognize how it's going to act or sound like (Dubois and Weststar, 2021).
Collaborate with influencers, guides and bloggers Prepare appropriate content material
and locate applicable guides and weblog writers who're inclined to percentage your
content material with their several readers.
This isn't always clean project however in case developers need to boom the attention
concerning your video game, participating with them might be very useful to you.
Video games are international phenomenon, and have become an increasing number of
primary to our cultural lives.
Drawing on new and authentic empirical data, consisting of interviews with gamers, in
addition to key representatives of the online game industry, media, schooling and arts,
this e book considers modern-day online game tradition (Lee, Schmalz, Keating and Ha,
2020).
It shows that online game tradition presents critical lens for knowledge late-modernity,
virtual and participatory cultures, and the hegemony of neoliberal political rationalities.
Task 4
Presentation of research, analysis and conclusion
From the this report it can be deriving that in today’s world games are becoming the part
of life of a person and they have their drawbacks along with that they render some
benefits to mankind (Young, 2018).
They are effective and important in each and every aspect of life.
Video games are international phenomenon, and have become an increasing number of
primary to our cultural lives.
Drawing on new and authentic empirical data, consisting of interviews with gamers, in
addition to key representatives of the online game industry, media, schooling and arts,
this e book considers modern-day online game tradition (Rajanen and Tapani, 2018).
Games require effective cognition which require research and training for the endowment
of their improvisation.
7
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Presentation that articulates theories and practices of contemporary
games development
For the development of games developers are require to follow some systematic structure
so that they can formulate effective working.
In 1970s the real development of video games started happening and arcade video games
and first generation came into marketing light.
There are typically seven stages of game development:
This development of video games is difficult in nature, there are proper structures and
frameworks needs to be in place to keep studios working resourcefully and projects on
track to be completed on time (Pereira and Bernardes, 2018).
The stages of game development go as followed: Planning, Pre-Production, Production,
Testing, Pre-Launch, Launch and Post- Production.
Planning a video game: The designing of the product starts way before the designer starts
designing the actual product means by planning the same. In the planning stage, the most
undeveloped questions will need to be answered, like: What type of video game are we
constructing? It is going to be 2D or 3D? What sort of features it should have? Characters
list? When will it take place? Who are the target audience? What is the platform that we
are using? This may not seem like it, but visualizing a video game is very difficult part of
game development. The idea a gaming studio comes up with will serve as the support of
the entire game. This sets the harmony for every employee involved with building the
game, but also gives publishers a high-level summary of what to expect. This brings us to
the next part of expansion – proofing a concept (Whitson, 2019). A proof of perception
takes all the ideas that have been caused and sees how viable they are for the gaming
studio to produce. From there, other questions will need to be answered, like: What is the
amount of cost incurred in development of this game? Do we have the technological
requirements to build this game? Will we require an engine for new gaming? How big
team is required to build this game? Do we require external writers and voice artist for
this game? What is the estimated time required for launch? How we will be monetizing
it?
8
games development
For the development of games developers are require to follow some systematic structure
so that they can formulate effective working.
In 1970s the real development of video games started happening and arcade video games
and first generation came into marketing light.
There are typically seven stages of game development:
This development of video games is difficult in nature, there are proper structures and
frameworks needs to be in place to keep studios working resourcefully and projects on
track to be completed on time (Pereira and Bernardes, 2018).
The stages of game development go as followed: Planning, Pre-Production, Production,
Testing, Pre-Launch, Launch and Post- Production.
Planning a video game: The designing of the product starts way before the designer starts
designing the actual product means by planning the same. In the planning stage, the most
undeveloped questions will need to be answered, like: What type of video game are we
constructing? It is going to be 2D or 3D? What sort of features it should have? Characters
list? When will it take place? Who are the target audience? What is the platform that we
are using? This may not seem like it, but visualizing a video game is very difficult part of
game development. The idea a gaming studio comes up with will serve as the support of
the entire game. This sets the harmony for every employee involved with building the
game, but also gives publishers a high-level summary of what to expect. This brings us to
the next part of expansion – proofing a concept (Whitson, 2019). A proof of perception
takes all the ideas that have been caused and sees how viable they are for the gaming
studio to produce. From there, other questions will need to be answered, like: What is the
amount of cost incurred in development of this game? Do we have the technological
requirements to build this game? Will we require an engine for new gaming? How big
team is required to build this game? Do we require external writers and voice artist for
this game? What is the estimated time required for launch? How we will be monetizing
it?
8

Pre-Production: In the formation of games format it is necessary for developers to
previously analyses all the factors that will assist them to consider drawbacks that will
transform all the components and form all the specific modification.
Production: After evaluating all the drawbacks now developers will work on their coding
and plan their games and from here finalization of the work beings (De Peuter and
Young, 2019).
Testing: At this stage testing of the games will start and now developers will start
collecting feedbacks from gamers. This will help developers to analyse all the factors
where they lack.
Pre-Launch: After the collection of feedback and after doing modification now the game
of developers is ready to place their game in market.
Launch: In this stage game will launch and people will get aware about it.
Post- Production: Developers games has been in the marketplace and now they will work
on the upgradation of the games.
CONCLUSION
It is concluded that it is important to analyse the historic development of the video games
industry, it is essential to examine the technological innovations within the games industry, it is
necessary to determine the ways that society, culture, technology and economy inform video
game development, it is significant to justify the relationships between audience expectations
and product development in the video games industry, it is important to analyse the ways that
culture, technology and society inform the design of a specific game, it is essential to examine
the relationship between video game promotion and social and cultural context, it is necessary to
determine the presentation of research, analysis and conclusion and it is significant to justify the
presentation that articulates theories and practices of contemporary games development. Hence,
this report covers all such areas in order to understand the concept of video games development
in the market.
REFERENCES
Books and journal
9
previously analyses all the factors that will assist them to consider drawbacks that will
transform all the components and form all the specific modification.
Production: After evaluating all the drawbacks now developers will work on their coding
and plan their games and from here finalization of the work beings (De Peuter and
Young, 2019).
Testing: At this stage testing of the games will start and now developers will start
collecting feedbacks from gamers. This will help developers to analyse all the factors
where they lack.
Pre-Launch: After the collection of feedback and after doing modification now the game
of developers is ready to place their game in market.
Launch: In this stage game will launch and people will get aware about it.
Post- Production: Developers games has been in the marketplace and now they will work
on the upgradation of the games.
CONCLUSION
It is concluded that it is important to analyse the historic development of the video games
industry, it is essential to examine the technological innovations within the games industry, it is
necessary to determine the ways that society, culture, technology and economy inform video
game development, it is significant to justify the relationships between audience expectations
and product development in the video games industry, it is important to analyse the ways that
culture, technology and society inform the design of a specific game, it is essential to examine
the relationship between video game promotion and social and cultural context, it is necessary to
determine the presentation of research, analysis and conclusion and it is significant to justify the
presentation that articulates theories and practices of contemporary games development. Hence,
this report covers all such areas in order to understand the concept of video games development
in the market.
REFERENCES
Books and journal
9

Bailey, E.N., Miyata, K. and Yoshida, T., 2021. Gender composition of teams and studios in
video game development. Games and Culture. 16(1). pp.42-64.
Borg, M., Garousi, V., Mahmoud, A., Olsson, T. and Stålberg, O., 2019. Video game
development in a rush: A survey of the global game jam participants. IEEE Transactions
on Games. 12(3). pp.246-259.
Bulut, E., 2018. One-dimensional creativity: A Marcusean critique of work and play in the video
game industry. TripleC: Communication, Capitalism & Critique. Open Access Journal
for a Global Sustainable Information Society. 16(2). pp.757-771.
Consalvo, M. and Phelps, A., 2019, January. Performing game development live on Twitch.
In Proceedings of the 52nd Hawaii International Conference on System Sciences.
Cote, A.C. and Harris, B.C., 2021. ‘Weekends became something other people did’:
Understanding and intervening in the habitus of video game crunch. Convergence. 27(1).
pp.161-176.
De Peuter, G. and Young, C.J., 2019. Contested formations of digital game labor. Television &
New Media. 20(8). pp.747-755.
Dubois, L.E. and Weststar, J., 2021. Games-as-a-service: Conflicted identities on the new front-
line of video game development. New Media & Society, p.1461444821995815.
Engström, H., Marklund, B.B., Backlund, P. and Toftedahl, M., 2018. Game development from a
software and creative product perspective: A quantitative literature review
approach. Entertainment Computing, 27, pp.10-22.
Johnson, R., 2018. Technomasculinity and its influence in video game production.
In Masculinities in play (pp. 249-262). Palgrave Macmillan, Cham.
Keogh, B., 2019. From aggressively formalised to intensely in/formalised: Accounting for a
wider range of videogame development practices. Creative Industries Journal. 12(1).
pp.14-33.
Lee, J.H., Schmalz, M., Keating, S. and Ha, J., 2020, March. Challenges in Organizing and
Accessing Video Game Development Artifacts. In International Conference on
Information (pp. 630-637). Springer, Cham.
McKenzie, T., Trujillo, M.M. and Hoermann, S., 2019, October. Software engineering practices
and methods in the game development Industry. In Extended Abstracts of the Annual
Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp.
181-193).
Pereira, L.S. and Bernardes, M.M., 2018. Aspects of independent game production: An
exploratory study. Computers in Entertainment (CIE). 16(4). pp.1-16.
Politowski, C., Fontoura, L.M., Petrillo, F. and Guéhéneuc, Y.G., 2018. Learning from the past:
A process recommendation system for video game projects using postmortems
experiences. Information and Software Technology, 100, pp.103-118.
Rajanen, M. and Tapani, J., 2018. A survey of game usability practices in North American game
companies.
Whitson, J.R., 2019. The new spirit of capitalism in the game industry. Television & New
Media. 20(8). pp.789-801.
Whitson, J.R., 2020. What can we learn from studio studies ethnographies?: a “messy” account
of game development materiality, learning, and expertise. Games and Culture. 15(3).
pp.266-288.
Young, C.J., 2018. Game changers: Everyday gamemakers and the development of the video
game industry (Doctoral dissertation, University of Toronto (Canada)).
10
video game development. Games and Culture. 16(1). pp.42-64.
Borg, M., Garousi, V., Mahmoud, A., Olsson, T. and Stålberg, O., 2019. Video game
development in a rush: A survey of the global game jam participants. IEEE Transactions
on Games. 12(3). pp.246-259.
Bulut, E., 2018. One-dimensional creativity: A Marcusean critique of work and play in the video
game industry. TripleC: Communication, Capitalism & Critique. Open Access Journal
for a Global Sustainable Information Society. 16(2). pp.757-771.
Consalvo, M. and Phelps, A., 2019, January. Performing game development live on Twitch.
In Proceedings of the 52nd Hawaii International Conference on System Sciences.
Cote, A.C. and Harris, B.C., 2021. ‘Weekends became something other people did’:
Understanding and intervening in the habitus of video game crunch. Convergence. 27(1).
pp.161-176.
De Peuter, G. and Young, C.J., 2019. Contested formations of digital game labor. Television &
New Media. 20(8). pp.747-755.
Dubois, L.E. and Weststar, J., 2021. Games-as-a-service: Conflicted identities on the new front-
line of video game development. New Media & Society, p.1461444821995815.
Engström, H., Marklund, B.B., Backlund, P. and Toftedahl, M., 2018. Game development from a
software and creative product perspective: A quantitative literature review
approach. Entertainment Computing, 27, pp.10-22.
Johnson, R., 2018. Technomasculinity and its influence in video game production.
In Masculinities in play (pp. 249-262). Palgrave Macmillan, Cham.
Keogh, B., 2019. From aggressively formalised to intensely in/formalised: Accounting for a
wider range of videogame development practices. Creative Industries Journal. 12(1).
pp.14-33.
Lee, J.H., Schmalz, M., Keating, S. and Ha, J., 2020, March. Challenges in Organizing and
Accessing Video Game Development Artifacts. In International Conference on
Information (pp. 630-637). Springer, Cham.
McKenzie, T., Trujillo, M.M. and Hoermann, S., 2019, October. Software engineering practices
and methods in the game development Industry. In Extended Abstracts of the Annual
Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp.
181-193).
Pereira, L.S. and Bernardes, M.M., 2018. Aspects of independent game production: An
exploratory study. Computers in Entertainment (CIE). 16(4). pp.1-16.
Politowski, C., Fontoura, L.M., Petrillo, F. and Guéhéneuc, Y.G., 2018. Learning from the past:
A process recommendation system for video game projects using postmortems
experiences. Information and Software Technology, 100, pp.103-118.
Rajanen, M. and Tapani, J., 2018. A survey of game usability practices in North American game
companies.
Whitson, J.R., 2019. The new spirit of capitalism in the game industry. Television & New
Media. 20(8). pp.789-801.
Whitson, J.R., 2020. What can we learn from studio studies ethnographies?: a “messy” account
of game development materiality, learning, and expertise. Games and Culture. 15(3).
pp.266-288.
Young, C.J., 2018. Game changers: Everyday gamemakers and the development of the video
game industry (Doctoral dissertation, University of Toronto (Canada)).
10
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