Theseus - Selaus asiasanan mukaan "game industry"
Viitteet 1-20 / 76
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A Case Study to determine the success factors of Clash of Clans
(2021)Clash of Clans has been one of the most popular and successful mobile game since its initial launch and release in 2012. For the last whole decade, it has charted every year in the top mobile games list. The purpose of ... -
A Comparison of Traditional Game Design vs. AI-Driven Game Design
(2023)Thе fiеld of vidеo gamе dеsign has еvolvеd significantly ovеr thе yеars, with traditional gamе dеsign approach bеing usеd to crеatе immеrsivе gamе еxpеriеncеs. Howеvеr, thе еmеrgеncе of artificial intеlligеncе (AI) has ... -
Analysing the changes in monetization of games in the 21st century
(2021)Back in the day, buying a game was simple – buy a machine (PC, PlayStation etc.), buy a physical copy of a game, and you are set. This was the method of monetization for the most selling and the most played titles. During ... -
Analysis of Financial Risks in the Video Game Industry and Future Trends
(2024)Multinational enterprises face a variety of financial exposures when operating abroad that demand careful consideration. This thesis aims to address the financial risks and industry-specific risks faced by multinational ... -
Analysis of the technologies and techniques in accessibility features of video games
(2024)Since the popularity of video games has been increasing, more players with disabilities have been joining the community, making the developers think about designing and developing necessary accessibility features for those ... -
Analyzing the Business Impact of Veikkaus’ Sustainability Agenda : a study of customer perceptions of the company’s responsible gaming registration initiative
(2023)Against a backdrop of increasing legislation towards social sustainability implementation in the Finnish gaming industry, this study aimed to examine the impact of Veikkaus’ sustainability initiatives through investigating ... -
Building atmosphere in a horror game through environment design
(2024)The primary feature of horror games is the sense of dread that is induced in the player in various ways. One of these methods is immersing the player in the game's setting, which is facilitated by creating an oppressive ... -
Business Risks in the Game Industry from Sole Entrepreneurs’ Perspective
(2024)Työn tavoitteena on tunnistaa liiketoiminnan riskit, joita pelialalle pyrkivä yksinyrittäjä saattaa kohdata. Löydöksien on tarkoitus auttaa myös muita alalla jo olevia tunnistamaan omia riskejään. Teoreettisessa viitekehyksessä ...Rajattu käyttöoikeus / Restricted access / Tillgången är begränsad -
Character Creation: Comparison of 3D and 2D Video Game Graphics Workflow
(2023)Indie video games are rising in popularity. Developing video games as a single person has been a thing since the start of the industry. However, it is not easy, especially with rise in competition. As a developer, one of ... -
COMMUNICATION IN A GAME DEVELOPMENT TEAM: WHAT 3D ARTISTS WANT TO SEE IN A VISUAL COMMUNICATION OF GAME ASSET
(2022)Sometimes lack of knowledge of what the 3D artist needs to see causes unnecessary relapses and bottlenecks which slow down the game production. The main objective of the thesis was to create general guidelines for communicating ... -
Consumer Behavior of League of Legends Players
(2023)The purpose of this thesis was to find out why players buy purely aesthetic virtual goods in the free-to-play video game League of Legends, how often do they buy them and what are the reasons they spend money on them. The ... -
Consumer Behavior Towards Video Game Purchase: Marketing strategies that lead companies to higher profits
(2022)The focus of this thesis is to conduct research on the video game industry to gain insight into how the industry works. The study focuses on how companies generate revenues and maximize the business to its full potential ... -
Consumers Engagement in Riot Games
(2024)Freemium business model has become one of the most popular types of entertainment industry. The case company for this study, Riot Games is the most popular gaming company using the freemium business model. The study ...Rajoitettu käyttöoikeus / Restricted access / Tillgången begränsad -
Creating a Monetization Model for a Free-to-play Mobile Game
(2022)Mobile games are a very popular form of entertainment due to their accessibility and wide range of different games to choose from. Free-to-play mobile games dominate the charts of the most profitable mobile games in every ... -
Creating art pipelines : art style development model for mobile games
(2024)The objective of this thesis was to develop methods for identifying art styles, which can be used when creating art style identity for a game or a game studio. The relationship between various art styles and game genres ...Rajattu käyttöoikeus / Restricted access / Tillgången är begränsad -
Defining and Measuring Team Success in Game Development
(2023)Peliala nähdään tällä hetkellä hyvin tuottoisana ja menestyksekkäänä toimialana, mutta pinnan alapuolelta löytyy monenlaisia pelialaa vaivaavia ongelmia. Huomattava esimerkki pelialan ongelmista ovat sen hankalat työolot ... -
Depictions of sexual minorities in video games. Case: Your Royal Gayness
(2019)The purpose of this thesis was to examine how sexual minorities are represented in video games and compare those depictions with the characters in Your Royal Gayness, a kingdom management game released by Lizard Hazard ... -
Designing a framework of barriers and solutions for the mobile games internationalization
(2022)This research examines and presents solutions, strategies, and policies from the point of view of experts and leading companies in the mobile games industry to increase the presence of this industry in global markets. ...Rajoitettu käyttöoikeus / Restricted access / Tillgången begränsad -
Designing a plausible character for post apocalyptic video games
(2023)The demand for character design and concept art in the film and video game industry is rapidly increas-ing. Advancements in technology constantly create a need for innovative approaches to character de-sign. Characters ... -
Digital tools and artificial intelligence in concept art
(2022)Concept art is a form of visual communication to express ideas and designs. In the video game industry and production pipeline, it is meant to solve the early design puzzles for other visual artists such as 3D modelers, ...















