Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.22/19910 |
Resumo: | With a recent rise of the video game industry, this type of entertainment medium is ever-more present in our culture. Nowadays, it is almost impossible to look at emerging indus-tries and not consider the video game industry as one of the top contenders in the enter-tainment sector, due to its rapid growth in the last decade. This dissertation aims at provid-ing an overview of this growth and, at the same time, add important context to the indus-try, its evolution and major players. On the other hand, I will also demonstrate some com-mon representations of video games, their benefits, and their impact on modern culture. In addition to that, I provide a case analysis with a unique video game from a popular franchise (Assassin’s Creed Origins) that uses one of its game modes as a tool for educa-tion. I will also explore examples of gamification and other video games’ related benefits that could prove crucial in the near future. Furthermore, this thesis will also focus on the future of video games and how their success has launched new and exciting careers in the industry. Finally, I will address the impact of the COVID-19 pandemic on the entertain-ment sector, and more precisely on the video game industry. |
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Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video gamesVideojogosEducaçãoGamificaçãoSetor de entretinimentoPandemiaVideo gamesEducationGamificationEntertainment sectorPandemicGestãoWith a recent rise of the video game industry, this type of entertainment medium is ever-more present in our culture. Nowadays, it is almost impossible to look at emerging indus-tries and not consider the video game industry as one of the top contenders in the enter-tainment sector, due to its rapid growth in the last decade. This dissertation aims at provid-ing an overview of this growth and, at the same time, add important context to the indus-try, its evolution and major players. On the other hand, I will also demonstrate some com-mon representations of video games, their benefits, and their impact on modern culture. In addition to that, I provide a case analysis with a unique video game from a popular franchise (Assassin’s Creed Origins) that uses one of its game modes as a tool for educa-tion. I will also explore examples of gamification and other video games’ related benefits that could prove crucial in the near future. Furthermore, this thesis will also focus on the future of video games and how their success has launched new and exciting careers in the industry. Finally, I will address the impact of the COVID-19 pandemic on the entertain-ment sector, and more precisely on the video game industry.Com o recente crescimento da indústria dos videojogos, este tipo de meio de entretenimento está cada vez mais presente na nossa cultura. Hoje em dia, é quase impossível olhar para as indústrias emergentes e não considerar a indústria dos videojogos como um dos principais concorrentes no sector do entretenimento, devido ao seu rápido crescimento na última década. Esta dissertação pretende fornecer uma visão geral deste crescimento e, ao mesmo tempo, acrescentar importantes contextos à indústria, à sua evolução e aos principais intervenientes. Por outro lado, irei também demonstrar algumas representações comuns dos videojogos, os seus benefícios, e o seu impacto na cultura moderna. Seguidamente, apresento também uma análise de caso com um videojogo único de uma franchise popular (Assassin's Creed Origins) que utiliza um dos seus modos de jogo como uma ferramenta de educação. Vou também explorar exemplos de gamificação e outros benefícios relacionados com videojogos que poderão revelar-se cruciais num futuro próximo. Para além disso, esta tese centrar-se-á também no futuro dos videojogos e na forma como o seu sucesso lançou novas e excitantes carreiras na indústria. Finalmente, abordarei o impacto da pandemia da COVID-19 no sector do entretenimento, e mais precisamente na indústria dos videojogos.Santos, Clara Maria Laranjeira Sarmento eRepositório Científico do Instituto Politécnico do PortoTeixeira, Diogo Martins2022-02-11T09:32:25Z2021-11-232021-11-23T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdftext/plain; charset=utf-8http://hdl.handle.net/10400.22/19910TID:202939146porinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-13T13:14:48Zoai:recipp.ipp.pt:10400.22/19910Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:39:58.897798Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games |
title |
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games |
spellingShingle |
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games Teixeira, Diogo Martins Videojogos Educação Gamificação Setor de entretinimento Pandemia Video games Education Gamification Entertainment sector Pandemic Gestão |
title_short |
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games |
title_full |
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games |
title_fullStr |
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games |
title_full_unstemmed |
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games |
title_sort |
Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games |
author |
Teixeira, Diogo Martins |
author_facet |
Teixeira, Diogo Martins |
author_role |
author |
dc.contributor.none.fl_str_mv |
Santos, Clara Maria Laranjeira Sarmento e Repositório Científico do Instituto Politécnico do Porto |
dc.contributor.author.fl_str_mv |
Teixeira, Diogo Martins |
dc.subject.por.fl_str_mv |
Videojogos Educação Gamificação Setor de entretinimento Pandemia Video games Education Gamification Entertainment sector Pandemic Gestão |
topic |
Videojogos Educação Gamificação Setor de entretinimento Pandemia Video games Education Gamification Entertainment sector Pandemic Gestão |
description |
With a recent rise of the video game industry, this type of entertainment medium is ever-more present in our culture. Nowadays, it is almost impossible to look at emerging indus-tries and not consider the video game industry as one of the top contenders in the enter-tainment sector, due to its rapid growth in the last decade. This dissertation aims at provid-ing an overview of this growth and, at the same time, add important context to the indus-try, its evolution and major players. On the other hand, I will also demonstrate some com-mon representations of video games, their benefits, and their impact on modern culture. In addition to that, I provide a case analysis with a unique video game from a popular franchise (Assassin’s Creed Origins) that uses one of its game modes as a tool for educa-tion. I will also explore examples of gamification and other video games’ related benefits that could prove crucial in the near future. Furthermore, this thesis will also focus on the future of video games and how their success has launched new and exciting careers in the industry. Finally, I will address the impact of the COVID-19 pandemic on the entertain-ment sector, and more precisely on the video game industry. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-11-23 2021-11-23T00:00:00Z 2022-02-11T09:32:25Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.22/19910 TID:202939146 |
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http://hdl.handle.net/10400.22/19910 |
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TID:202939146 |
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por |
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por |
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info:eu-repo/semantics/openAccess |
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openAccess |
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application/pdf text/plain; charset=utf-8 |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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