Finnish Video Games

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Finnish Video Games

Author : Juho Kuorikoski
Publisher : McFarland
Page : 331 pages
File Size : 48,5 Mb
Release : 2015-05-18
Category : Games & Activities
ISBN : 9780786499625

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Finnish Video Games by Juho Kuorikoski Pdf

In the past three decades Finland's video game industry has become the backbone of Finnish cultural export. Angry Birds and Clash of Clans are dominating sales around the world and the small Nordic nation has become a gaming superpower. Drawing on more than 60 interviews, this book covers the Finnish video game phenomenon as told by the people behind its success. The history of the industry is documented in detail for the first time. Two hundred game reviews are included, presenting the best (and worst) of commercial video games made in Finland.

Finnish Video Games

Author : Juho Kuorikoski
Publisher : McFarland
Page : 332 pages
File Size : 43,7 Mb
Release : 2015-05-11
Category : Games & Activities
ISBN : 9781476621197

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Finnish Video Games by Juho Kuorikoski Pdf

In the past three decades Finland’s video game industry has become the backbone of Finnish cultural export. Angry Birds and Clash of Clans are dominating sales around the world and the small Nordic nation has become a gaming superpower. Drawing on more than 60 interviews, this book covers the Finnish video game phenomenon as told by the people behind its success. The history of the industry is documented in detail for the first time. Two hundred game reviews are included, presenting the best (and worst) of commercial video games made in Finland.

Video Games Around the World

Author : Mark J. P. Wolf
Publisher : MIT Press
Page : 715 pages
File Size : 52,7 Mb
Release : 2015-05-01
Category : Games & Activities
ISBN : 9780262527163

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Video Games Around the World by Mark J. P. Wolf Pdf

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1173 pages
File Size : 52,9 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9798216161820

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Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Independent Videogames

Author : Paolo Ruffino
Publisher : Routledge
Page : 270 pages
File Size : 47,5 Mb
Release : 2020-10-07
Category : Design
ISBN : 9781000201154

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Independent Videogames by Paolo Ruffino Pdf

Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

Video Games and Comedy

Author : Krista Bonello Rutter Giappone,Tomasz Z. Majkowski,Jaroslav Švelch
Publisher : Springer Nature
Page : 371 pages
File Size : 49,9 Mb
Release : 2022-03-26
Category : Performing Arts
ISBN : 9783030883386

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Video Games and Comedy by Krista Bonello Rutter Giappone,Tomasz Z. Majkowski,Jaroslav Švelch Pdf

Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Modern Finland

Author : Harald Haarmann
Publisher : McFarland
Page : 257 pages
File Size : 41,8 Mb
Release : 2016-10-04
Category : Social Science
ISBN : 9781476625652

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Modern Finland by Harald Haarmann Pdf

Providing a multifaceted view of modern Finland, this book describes its history, culture, language, geography, natural history and the mythology of early peoples. Topics include Fenno-Scandia inhabitants and their environment, traditional naturalism and modern environmentalism, and the salient features of "Finnishness," including an analysis of the Finnish educational system and gender equality. Finland's art, architecture and music are highlighted, along with its peace-keeping missions worldwide. The country's several ethnic groups and their languages are discussed--the Saami, Finns, Finland-Swedes, Russian-speaking peoples, Jews and Gypsies. The author examines Finland's late but rapid development in commerce and industry, with a focus on the history of Nokia Corporation, which grew from a 19th-century manufacturer of pulpwood and rubber boots to a 21st-century international digital communications company.

Engaging with Videogames: Play, Theory and Practice

Author : Dawn Stobbart,Monica Evans
Publisher : BRILL
Page : 297 pages
File Size : 48,6 Mb
Release : 2019-01-04
Category : Social Science
ISBN : 9781848882959

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Engaging with Videogames: Play, Theory and Practice by Dawn Stobbart,Monica Evans Pdf

This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.

The Video Game Debate 2

Author : Rachel Kowert,Thorsten Quandt
Publisher : Routledge
Page : 160 pages
File Size : 42,8 Mb
Release : 2020-11-29
Category : Philosophy
ISBN : 9781000224283

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The Video Game Debate 2 by Rachel Kowert,Thorsten Quandt Pdf

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

World Intellectual Property Report 2024

Author : World Intellectual Property Organization
Publisher : WIPO
Page : 142 pages
File Size : 43,6 Mb
Release : 2024-05-02
Category : Law
ISBN : 9789280536171

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World Intellectual Property Report 2024 by World Intellectual Property Organization Pdf

Combining economic analysis with in-depth industry studies, the 2024 edition of the World Intellectual Property Report introduces a new data-driven methodology designed to help policymakers make informed decisions by leveraging existing local innovation capabilities and strengthen their national innovation ecosystems. Complementing this framework are three case studies across the agriculture technology, motorcycle and video game industries, spanning eight different countries. These studies demonstrate how countries have successfully carved out specialized trajectories within innovative and complex industries.

Videogames in the Indian Subcontinent

Author : Souvik Mukherjee
Publisher : Bloomsbury Publishing
Page : 261 pages
File Size : 45,7 Mb
Release : 2022-09-30
Category : Social Science
ISBN : 9789354359712

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Videogames in the Indian Subcontinent by Souvik Mukherjee Pdf

Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.

Game Designer Confessions

Author : Harro Grönberg,Konsta Klemetti
Publisher : Unknown
Page : 116 pages
File Size : 48,8 Mb
Release : 2021-05-26
Category : Electronic
ISBN : 9526964209

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Game Designer Confessions by Harro Grönberg,Konsta Klemetti Pdf

The game designers behind such hits as Angry Birds, Boom Beach, Cities: Skylines, Trials, Clash Royale, Max Payne have learned plenty of trial-and-error lessons while creating an amazing array of world class gaming success stories. All of them have one thing in common: Finland. Today Finland is recognized internationally as a power nation among game developers - punching well above its weight, when it comes to gaming successes. The capital Helsinki alone has over 50 game studios and more are popping up monthly. Game industry insiders Konsta Klemetti and Harro Grönberg decipher the secret sauce of Finnish game design by interviewing eleven award-winning, fearless designers from the cool North to talk about the best practices in engaging players and how they avoid the common pitfalls of game design. Their tips and ideas will come in handy for anyone looking to learn how to create video games for any platform. www.gamedesignerconfessions.com

Finnish Innovations and Technologies in Schools

Author : Hannele Niemi,Jari Multisilta,Lasse Lipponen,Marianna Vivitsou
Publisher : Springer
Page : 176 pages
File Size : 47,5 Mb
Release : 2014-11-27
Category : Education
ISBN : 9789462097490

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Finnish Innovations and Technologies in Schools by Hannele Niemi,Jari Multisilta,Lasse Lipponen,Marianna Vivitsou Pdf

This book combines several perspectives on the steps the Finnish educational system has taken to provide students with the skills and competences needed for living in today’s society and in the future. The ecosystem is used as a metaphor for the educational system. The Finnish system aims to achieve sustainable education by ensuring that the system is simultaneously interconnected and open to transformations. The book describes how a flexible curriculum system is succeeding without the pressures of high-stake testing. It also illustrates how the ongoing curriculum reform of the basic education is working. The book brings together knowledge gained in schools through the cooperation of researchers, teachers, school principals, the public sector, and private companies. The book presents case studies of technology integration aimed at crossing boundaries in formal and informal learning settings, locally and globally. The contributors address 21st-century needs and requirements through learner-driven knowledge creation, collaboration, networking, and digital literacies. It opens new scenarios of how to apply digital storytelling and games connecting fun, motivation, and learning. The strong message is that, through collaboration and networking, we can create an educational ecosystem that supports different learners.

Game Designer Confessions

Author : Harro Grönberg,Konsta Klemetti
Publisher : Unknown
Page : 116 pages
File Size : 41,7 Mb
Release : 2021-05-26
Category : Electronic
ISBN : 9526964209

Get Book

Game Designer Confessions by Harro Grönberg,Konsta Klemetti Pdf

The game designers behind such hits as Angry Birds, Boom Beach, Cities: Skylines, Trials, Clash Royale, Max Payne have learned plenty of trial-and-error lessons while creating an amazing array of world class gaming success stories. All of them have one thing in common: Finland. Today Finland is recognized internationally as a power nation among game developers - punching well above its weight, when it comes to gaming successes. The capital Helsinki alone has over 50 game studios and more are popping up monthly. Game industry insiders Konsta Klemetti and Harro Grönberg decipher the secret sauce of Finnish game design by interviewing eleven award-winning, fearless designers from the cool North to talk about the best practices in engaging players and how they avoid the common pitfalls of game design. Their tips and ideas will come in handy for anyone looking to learn how to create video games for any platform. www.gamedesignerconfessions.com

Teachers' Perspectives on Finnish School Education

Author : Eduardo Andere M
Publisher : Springer Science & Business Media
Page : 333 pages
File Size : 45,8 Mb
Release : 2013-12-11
Category : Education
ISBN : 9783319028248

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Teachers' Perspectives on Finnish School Education by Eduardo Andere M Pdf

This superbly researched study offers a chalk-face perspective on the secret of Finland’s educational success. Providing an intimate and revealing portrait of the Nordic nation’s schools and its teacher training system, it sets out to explain why Finland’s students consistently rank top, with low variance and moderate inputs, among OECD countries across the range of criteria, from reading to mathematics. Alongside the detailed analysis culled from many hours of interviews with teachers and principals and dozens of visits to school throughout the country, the author maps the educational landscape of Finland: the sector’s history, culture and development, its guiding principles, methodologies, and learning environments. The result is a cogent assessment of how and why Finland is universally regarded as a high-grade educational exemplar. The volume provides the hundreds of researchers, teaching professionals, and policy makers who visit Finland in search of inspiration with essential background material on the country’s magic educational ingredients, which include a highly motivated cohort of well-trained teachers, a recognition of the vital importance of early years education and nurture, functional and inviting learning environments, and a rejection of pedagogical dogma in favour of developing methodologies that produce results at the same time as fostering students’ confidence and collegiality. At the same age, Finland’s schoolchildren have roughly one less year of formal schooling than most of their international counterparts, do not consider themselves to be overworked, and rank alongside hot-housed Singaporean or South Korean youngsters in international assessments of achievement. They are the educational equivalent of world-beating sports stars who make success appear effortless. This volume lifts the lid on the hard work and careful planning that underpin their achievements.