search query: @keyword pelinkehitys / total: 9
reference: 7 / 9
« previous | next »
Author:Laes, Jami
Title:Exploring innovation in video games - Video game innovation components and success
Innovaatio videopeleissä - videopelien innovaatiokomponentit ja menestys
Publication type:Master's thesis
Publication year:2010
Pages:106      Language:   eng
Department/School:Informaatio- ja luonnontieteiden tiedekunta
Degree programme:Informaatioverkostojen tutkinto-ohjelma
Main subject:Vuorovaikutteinen digitaalinen media   (T-111)
Supervisor:Takala, Tapio
Instructor:Ikonen, Petri
OEVS:
Electronic archive copy is available via Aalto Thesis Database.
Instructions

Reading digital theses in the closed network of the Aalto University Harald Herlin Learning Centre

In the closed network of Learning Centre you can read digital and digitized theses not available in the open network.

The Learning Centre contact details and opening hours: https://learningcentre.aalto.fi/en/harald-herlin-learning-centre/

You can read theses on the Learning Centre customer computers, which are available on all floors.

Logging on to the customer computers

  • Aalto University staff members log on to the customer computer using the Aalto username and password.
  • Other customers log on using a shared username and password.

Opening a thesis

  • On the desktop of the customer computers, you will find an icon titled:

    Aalto Thesis Database

  • Click on the icon to search for and open the thesis you are looking for from Aaltodoc database. You can find the thesis file by clicking the link on the OEV or OEVS field.

Reading the thesis

  • You can either print the thesis or read it on the customer computer screen.
  • You cannot save the thesis file on a flash drive or email it.
  • You cannot copy text or images from the file.
  • You cannot edit the file.

Printing the thesis

  • You can print the thesis for your personal study or research use.
  • Aalto University students and staff members may print black-and-white prints on the PrintingPoint devices when using the computer with personal Aalto username and password. Color printing is possible using the printer u90203-psc3, which is located near the customer service. Color printing is subject to a charge to Aalto University students and staff members.
  • Other customers can use the printer u90203-psc3. All printing is subject to a charge to non-University members.
Location:P1 Ark Aalto     | Archive
Keywords:innovation
video games
games innovation types
innovativeness
game development
innovaatio
videopelit
pelit
innovaatiotyypit
innovatiivisuus
pelinkehitys
Abstract (eng): This study builds a theoretical-analytical framework to categorize and measure video game innovation based on prior innovation research and studies of games and their key components.
Video game innovation components are identified through content analysis of game magazine feature articles (i.e.
TOP- 100 Games of The 21st Century and 52 Most Innovative Games of All Time).
Furthermore a quantitative analysis from the top list games' data is conducted to reveal correlations between innovation components and a game's critical and commercial success.

This research explores the innovation found in video games by theorizing innovation typology based on prior product innovation research and analyzing pre-existing ludological research.
Finally, the study extends by synthesizing the resulting theoretical model into a Video Game Innovation Framework (VGIF).
The important components of video games found in the analysis are: distribution, platform, genre, game play, presentation and interaction.
A qualitative and quantitative research bridging correlation analysis is conducted utilizing the resulted framework aiming to show correlations between innovation and success.

The validity and utility of the VGIF is assessed based on the qualitative comparison to published articles on video game innovation and how innovation is valued at game review sites.
However, in the light of the available data, the quantitative analysis of game success - sales, review scores and innovation - video game innovation components, did not imply any meaningful correlation between success and innovation.
Future avenues for research that could reveal the correlation are proposed as well as empirical use of the logical tree construct presented here that helps to categorize video game innovations in game development.
Abstract (fin): Tämän tutkimuksen tehtävänä oli rakentaa aiempaan innovaatio- ja pelitutkimukseen perustuva teoreettis-analyyttinen malli, jolla voidaan kategorisoida ja mitata videopelien innovaatiota.
Videopelien innovaatiokomponenttien tunnistamisen apuna käytettiin peliartikkeleita (esim.
TOP-l00 Games of The 21st Century and 52 Most Innovative Games of All Time).
Artikkeleissa mainittujen pelien kvantitatiivisen analyysin avulla pyrittiin löytämään korrelaatioita innovaatiokomponenttien ja pelin arvostelu- tai kaupallisen menestyksen välillä.

Tutkimuksessa teoretisoitiin ja analysoitiin videopelien innovaatiota tuoteinnovaatiotutkimuksen tarjoaman typologian sekä ludologisen tutkimuksen avulla.
Teorian ja analyysin synteesinä tutkimuksessa lanseerataan videopelien innovaatiomalli (VGIF).
Tutkimuksen analyysivaiheessa havaitut merkitykselliset innovaatiokomponentit ovat: jakelu, laitealusta, pelityyppi, pelattavuus, ulkoasu ja interaktiivisuus.
Tutkimus johti synteesiin, jossa kvalitatiivista ja kvantitatiivista tutkimusmenetelmää yhdistämällä tehtiin korrelaatioanalyysi, jonka avulla pyrittiin osoittamaan korrelaatio videopelin innovaation ja menestyksen välillä.

VGIF-mallin pätevyys ja hyödyllisyys arvioitiin tutkimuksessa videopelien innovatiivisuutta käsittelevien peliarvostelujulkaisujen laadullisella sisällönanalyysilla.
Saatavilla olevien myynti- ja menestystietojen perusteella kvantitatiivisessa korrelaatioanalyysissa videopelien innovaatiokomponenttien ja pelien taloudellisen tai arvostelumenestyksen välillä ei kuitenkaan voitu osoittaa riippuvuutta.

Ehdotettuja toteuttamisen arvoisia jatkotutkimusaiheita ovat muun muassa innovaatio - menestys-korrelaation osoittaminen sekä tässä tutkimuksessa esitetyn, videopelien innovaatiota kategorisoivan loogisen päättelyketjun mallin empiirinen hyödyntäminen pelinkehityksessä.
ED:2010-06-01
INSSI record number: 39696
+ add basket
« previous | next »
INSSI