玩家受众与游戏产业劳动力之间的关系

Q3 Arts and Humanities
Ivan Barroso
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引用次数: 1

摘要

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。
The relation between gamers audiences and gaming industry workforce
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
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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
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