2019
DOI: 10.22230/cjc.2019v44n2a3505
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Lost in the App Store: The State of the Canadian Game App Economy

Abstract: This commentary discusses the political economy of apps. The authors found that Canadian-made game apps are notably absent in the Canadian App Store. This should be both worrying and surprising, as Canada has a relatively sizable game industry. While policy conversations on digital transformation focus on emerging technology, the authors point toward the power and politics of digital platforms as one of the key issues preventing growth in the Canadian digital economy.Ce commentaire discute de l’économie politi… Show more

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Cited by 6 publications
(11 citation statements)
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“…First, tension between creativity and profit often drives aspects of design and development in games (Nieborg, 2011). Like any product-based industry, having a skillset and an idea is not sufficient to be successful; capital is critical for production.…”
Section: Production Contextsmentioning
confidence: 99%
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“…First, tension between creativity and profit often drives aspects of design and development in games (Nieborg, 2011). Like any product-based industry, having a skillset and an idea is not sufficient to be successful; capital is critical for production.…”
Section: Production Contextsmentioning
confidence: 99%
“…First, we present current discourses in games ethics and war game literatures, and position how this research is a step toward filling an empirical gap. Then, we define important considerations in the production studies field relevant to the study of moral game design by building on reflective design literatures (Julier, 2006), production literatures (Bourdieu & Johnson, 1993; Nieborg, 2011; O’Donnell, 2014), and ethical design practices (Sandovar et al, 2016; Sicart, 2009; Zagal, 2009). Lastly, after a short consideration of the methodological challenges and limitations of a focus group interview, we focus on the main results of our analysis.…”
mentioning
confidence: 99%
“…Historically, triple-A studios (large studio corporations, e.g., Ubisoft, Electronic Arts) focused their development on blockbuster games. Blockbuster games follow a “hit-driven publishing strategy” that relies on profiting from established franchises for revenue (Nieborg, 2011, p. 3). This relies on one-time purchases of polished retail products from large, established fan bases (Nieborg, 2011; White, Koch, Gehrke, & Demers, 2009).…”
Section: The Shifting Reality Of Monetizationmentioning
confidence: 99%
“…Blockbuster games follow a “hit-driven publishing strategy” that relies on profiting from established franchises for revenue (Nieborg, 2011, p. 3). This relies on one-time purchases of polished retail products from large, established fan bases (Nieborg, 2011; White, Koch, Gehrke, & Demers, 2009). Several critiques emerged out of this form of monetization including a stagnation in creative game aesthetics.…”
Section: The Shifting Reality Of Monetizationmentioning
confidence: 99%
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