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Garrett Eastman

Are video games turning against the U.S. Army? - David Sirota - Salon.com - 0 views

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    Highlights two games, one designed an American and one designed by Chinese, one taking as its subject the end of American military hegemony, the other portraying American soldiers as "the enemy." Socio-political implications of these developments are discussed, particularly how these represent a break from mainstream video game content.
Garrett Eastman

Raising the Golden Goose: a Retrospective Analysis of the State's Role in China's Onlin... - 0 views

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    Abstract: Through a retrospective account of the evolution of China's online game industry, this paper examines the political, economic and cultural factors, with an emphasis on formal policy making, that have shaped the industry. Drawing on the theory of fragmented authoritarianism, this study finds that 10 Chinese online games are deeply shaped by the political environment of the autocratic Chinese system, which features inter-ministerial competition and intertwined state control and commercial interests. The current Chinese online market is combined with a strong private sector presence and a considerable government role. The Chinese government seems to have achieved its policy goal of helping Chinese companies to dominate the domestic market. However, the extensive and ambiguous government 15 policy and regulations, have, to some extent, restrains innovation. To that end, whether China can accomplish its three-stepped importation-substitution-creation strategy in this highly creative industry remains to be seen and warrants future investigation."
Garrett Eastman

Orcs, Ore, and Opportunity Cost: The Political Economy of Online Game Worlds - 0 views

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    Considers two mutliplayer games in the context of political economy and social science, arguing at the same time the relevance of video games for academic studies
Garrett Eastman

HISTORICITY AND SOCIALITY IN GAME DESIGN: ADVENTURES IN LUDIC ARCHAEOLOGY - 0 views

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    From the abstract :"The Vikings! is an asynchronous multiplayer social game that adapts Viking Age (700s-1000s C.E.) social practices and structures in the hopes of producing a synthetic Viking society. Players manage Viking households, sail the open seas, raid Viking and foreigner households, and develop economic and political relationships with other players to ensure their own survival and prosperity. To successfully prosecute this project, the author came to devise: a semi-formal method for adapting historical situations to interactive simulations; a set of criteria for evaluating the quality, internal consistency, and historical fidelity of such simulations; and a technique for constraining the scope of adaptation to only what is necessary for the player's enjoyment and the designer's aesthetic goals."
Garrett Eastman

Canada's north becomes a battlefield in Arctic video game - 0 views

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    A battlefield game anticipates strategic importance of Arctic region's resources
Garrett Eastman

MULTI-STAKEHOLDER SIMULATION AND GAMING ENVIRONMENT FOR A FUTURE RESOURCE ECONOMY IN SPACE - 0 views

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    "The high cost of launching resources from the Earth's surface is a significant barrier to future long- duration human space exploration. A future resource economy in space may allow resource production, processing, storage, and transportation at distributed locations, but will have many stakeholders with var- ied and potentially competing objectives. Simulation games provide a medium for communication and learning richer than papers or linear presentations by combining the technical capabilities of simulation models with human interaction. Building on technology powering military wargames, federated simulation architectures such as HLA-Evolved use independently-developed simulation models connected over a dis- tributed network of computers. This paper presents an approach for developing a multi-player simulation gaming environment where human players take on roles of organizations or government agencies within scenarios designed to address the design and operation of a resource economy in space. The game design addresses the number of players, time advancement, level of abstraction, scenario selection, and other de- cisions based on past simulation games in the domains of military-political, educational, disaster response, and business-management games. Future research will focus on evaluating game executions to analyze human decision-making under various scenarios. Quantitative analysis of decisions using game logs com- bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource economy in space."
Garrett Eastman

The Virtual Hand: Exploring the Societal Impact of Video Game Industry Business Models - 0 views

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    Application of political economics to the study of video game industry business models
Garrett Eastman

US-born game developer sentenced to death in Iran - 0 views

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    Iranian-American citizen and former US Marine created gamescriticizing Iran's regime
Garrett Eastman

Valve's new economist-in-residence will publish notes on the political economy of games... - 0 views

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    "Yanis Varoufakis, "an academic economist," recounts the story of how his widely read writings on the Euro crisis led to a job offer from Valve software, who were contemplating the creation of a shared virtual currency between two worlds. Valve founder Gabe Newell was contemplating balance of payments when he realized "this is Germany and Greece," and he wrote to Varoufakis to ask for his consulting help. "
Garrett Eastman

Rich Tax Breaks Bolster Video Game Makers - NYTimes.com - 0 views

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    A UTA economics professor explains how companies like Electronic Arts lobbied for and benefit from federal government assistance.
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