Answer four questions regarding video game industry
$30-250 CAD
Pagado a la entrega
Answer four questions: 2 pages double space in total
[login to view URL] of incentives, such as tax credits, to
help develop the video game industry in Ontario, BC, and in Quebec. Discuss how
these types of programs are structured to encourage investment in the industry and
discuss why/why not you think these programs are a good idea. Can you relate the
video game industry incentives to the film tax credits that used to exist in New
Brunswick/Nova Scotia? What other industries rely on incentives?
2. As described in the film, from their initial development via the military-industrialacademic
complex, video games continued to grow in complexity. The text highlights
the point that complex software fostered demand for increasingly powerful hardware
while the availability of better hardware encouraged developers to create more
complex games. Briefly discuss the evolution of gaming hardware (8bit, 16bit, 64bit
etc) and the increasingly complex games — use specific examples? How does this
relate to the notion of Moores Law? What does the near future look like for video
games?
3. In class we discussed the idea that video games represent “the ideal commodity of a
post-fordist/postmodern/promotional capitalism”. How are many of the ideas of new
media, that we have been discussing all term, encapsulated in video games?
(interactivity, prosumer development, online communities, digital convergence, rise
of creative/knowledge workers, digital divide)
4. Gamification is a currently a very trendy topic. Elements of games are being used to
train, condition, or encourage/discourage certain type of behaviour. The FitBit is a
good example of how personal health is being ‘gamified’ - rewarding users for
healthy behaviour while discouraging unhealthy behaviour. China has even gamified
becoming an obedient citizen ([login to view URL]).
Increasingly, higher education has been incorporating elements of gaming into the
classroom. Read the Lee Sheldon article in the Chronicle of Higher Education (http://
[login to view URL]
playing-to-win/21981). Describe how this class may be ‘gamified’. Would
this encourage student participation and involvement or would you seek out a class
that uses a traditional marking system?An
Nº del proyecto: #10025314
Sobre el proyecto
7 freelancers están ofertando un promedio de $78 por este trabajo
Hallo, I am Noel, an experienced freelance writer in diverse fields. I am well-acquainted with academic plagiarism and I have access to professional journals from Emerald, EBSCO, and IEEE. The databases contain credibl Más
I possess exceptional skills in writing case studies, essay, literature review, research, thesis and dissertation. I hold masters degree in strategic management and bachelors in Art and languages. I have a 24/7 custome Más
Hi I would like to work for you. I will provide quality academic paper with my senior level experience. You may look at my outstanding reviews. I am a qualified professional with long experience in Business, St Más