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Unit 13 Task 1
 A video game developer is a software
developer that specializes in video game
development – the process and related disciplines
of creating video games. A game developer can
range from one person who undertakes all tasks to
a large business with employee responsibilities
split between individual disciplines, such
as programming, design, art, testing, etc. Most
game developer companies have video game
publisher financial and usually marketing
support. Self-funded developers are known as
independent or indie developers and usually
make indie games.
 A video game publisher is a company
that publishes video games that they have
either developed internally or have had
developed by a video game developer.
 A console manufacturer, also known as a first-party video game publisher, is a company
that manufactures and distributes video game consoles in addition to permitting third-
party publishers to produce games for its platform in return to licensing fees.
Historically, some of the most recognized console manufacturers include:
 Atari – first console market leader; now defunct.
 Mattel – manufactured the In tellivision, a major competitor to Atari in the 80s, offering
voice command modules and Tron; has since exited the video game market.
 Microsoft – the newest major player in the market, releasing the Xbox, Xbox 360, and the
newly released Xbox One.
 Nintendo – historically the best known console manufacturer; also the longest running
company in the market, and long-time dominant market leader of the hand held
console market.
 Sega – a significant manufacturer during the 16-bit era, now a third-party publisher.
 Sony Computer Entertainment – found worldwide success with its first console, the
Sony PlayStation, the PlayStation 2 (which holds the record for best selling home console
to date), the PlayStation 3, and the most recent PlayStation 4.
 Distribution and retail are two things,
distribution is where the item they are
distributing is shipped to shops around the
world, retail is when the games arrive in the
shops to be sold to the public and both the
shop and the games company make a profit.

Outsourcing has become a major trend in
human resources over the past decade. It's the
practice of sending certain job functions
outside a company instead of handling them in
house. More and more companies, large and
small, are turning to outsourcing as a way to
grow while restraining payroll and overhead
costs.
 Video games have their own journalist, these
are people who focus on just doing reports on
video games so the public can have the reviews
on the game to see if it is an good, also the
major games companies can make adverts to
advertise the game and get people to like it.
The main way to advertise a game though, is
too put it out on the internet or get a popular
youtuber to play a demo.
Unit 13 Task 2
 A game designer comes up with the basic idea
of a game, such as the story the characters and
how the game plays, how the story flows, the
props, vehicles. once the game is devised, the
games designer tells the res of the development
team who to create the art assets and computer
code that let the game be played.
 the level editor is a group of people who start
in a 3D blank canvas ad gradually build up
different levels for the game to be played in the
easiest game to describe this would be call of
duty, every online multiplayer map which can
be played had to be designed by the level
designers.
 the lead artist is responsible for the over all
look of the game. the lead artist works with the
game designer and lead programmer. the lead
artist is also know as art director or creative
manager. They produce much of the initial
artwork themselves, setting creative and
technical standards and determining the best
tools and techniques to use.
 The Technical Artist acts as a bridge between
theworking on a game. They ensure art assets
can be easily integrated into a game without
sacrificing either the overall artistic vision or
exceeding the technical limits of the chosen
platform. The role is a relatively new one for
the games industry, but is becoming
increasingly important as consoles and PC
hardware becomes more complex
 artists are a group of people who work on the
game art together such as the characters and
textures for the games
 Animators in the games industry are responsible for the
portrayal of movement and behaviour.
Most often this is applied to give life to game characters and
creatures, but sometimes animations are also applied to
other elements such as objects, scenery, vegetation and
environmental effects. Audio Engineer an audio engineer
makes the sounds for this game, this might include sound
effects to support games action, music, voices and other
sounds such as crowd noise, vehicles or rain. Audio
Engineers work for development studios. The size of the
audio department depends on the company, but can consist
of just one or two people who are sometimes required to
work very long hours. Audio Engineers also work for
specialist outsourcing companies and localisation services
that re-version games for different territories.
 Game Programmers work at the heart of the game
development process. They design and write the
computer code that runs and controls the game,
incorporating and adapting any ready-made code
libraries and writing custom code as required.
They test the code and fix bugs, and also develop
customised tools for use by other members of the
development team. Different platforms (games
consoles, PCs, handhelds, mobiles, etc.) have
particular programming requirements and there
are also various specialisms within programming,
such as physics programming, AI (artificial
intelligence), 3D engine development, interface
and control.
 The Lead Programmer leads the programming
team responsible for creating all the computer code
which runs and controls a game. Programmers
have various roles and specialisms including AI
(artificial intelligence), game engine development,
user interface, tools development and physics.
The Lead Programmer oversees all of this. They
are responsible for the technical specification of the
game and manage the overall code development
process. It is also their job to make sure that the
team delivers on time and within budget.
 the project manager is also know as the
producer, they are responsible for making sure
the game is complete on time with in
budget. They control the financial and other
resources needed for a project and co-ordinate
the work of the production team, making sure
that the quality and vision of the game is
maintained, whatever problems may arise.
They understand everybody’s contribution to a
game and keep an overview of the entire
process from start to finish.
 The Assistant (or Junior) Producer works with
a game's production staff to ensure the timely
delivery of the highest quality product
possible. Typically, they will focus on specific
areas of the development process. This could
involve handling the communications between
the publisher and developer, or co-ordinating
work on some of the project's key processes
such as managing the outsourcing of art assets.
 the external producer works away from the
development team but they are also
responsible for making sure the game has a
successful delivery.
 The Creative Director is the key person during
the game development process, overseeing any
high-level decisions that affect how the game
plays, looks or sounds. Not all game companies
employ Creative Directors. Some companies
prefer to continue to split the duties between a
game's
 A QA tester is a person (usually a group) who
plays the game, but they play it to look for
glitches and bugs, this can be hours of jumping
into the same walls over and over, it can be
very tedious. once they have found a bug or
glitch they will write it down on a note pad,
then they will go and speak to developers so
they can fix the problem. QA testers do this job
because the developers do not have the time to
test their own game unless you're an indie
game designer.
 the public relations manager is responsible for
the day to day management of gaming
enthusiast, mobile, tech, and consumer media
relations for DeNA'a key games, including
materials development, event coordination,
and management of game-related assets.
 The Product Manager's role is to help create
and implement marketing campaigns to
maximise the sales of the games they are
working on. Working in the marketing team,
they support the senior marketing managers
who organise international or global
campaigns.
 As a marketing executive, you would promote
your employer's products, services or ideas. If
you love using your communication skills in a
creative way.
 As a marketing manager, it would be your job
to plan the best ways of promoting your
employer's products, services or brand. If
you’re organised and love communicating
messages and ideas.
Unit 13 Task 3
 A budget is probably the most important tool a business can have. It provides a game
plan for not only long-term business operations, but day to day operations as well.
Properly used, a budget can help a business meet its goals, help it become more
profitable, and give it the edge in getting through tough financial times.
There are two (often overlapping) reasons for producing a budget:
1. One is to persuade potential investors that your company is a good bet.
2. The other one is to plan your business finances - how much money do you have and
how do you plan to use it? How much revenue do you need to generate to achieve your
target profit? Is your business plan viable or does it need adjusting? In retrospect, did the
year pan out the way you planned, or did something go wrong?
There are three concepts you need to understand: variable costs, fixed costs and break-
even point.
 Fixed costs are those which you will incur
whether you have any sales or not. These
would include such items as rent, utilities,
certain labour, insurance, etc.
Unlike variable costs, fixed costs do not
increase or decrease with changes in sales.
Therefore, the greater your sales, the less of an
effect your fixed costs will have on your net
profits.
 Variable costs are those expenses in your
business that increase or decrease with the
level of your sales. For instance, if you sell
hamburgers, your variable costs would include
the cost of the meat, the buns, condiments as
well as packaging.
 The break-even point is, as the name implies,
the level of sales where you neither make
money nor lose money.
 One of the most important trends within the
games industry over the last decade is the
dominance of strong brands. From Apps to
large budget console games, developers and
publishers look to brands that have legs to
underpin their businesses. The developers and
publishers look to game titles that have stood
the test of time and are kept fresh through new
versions. This may result in fewer new
concepts entering the market, but they provide
a safer bet, particularly for the high budget
console games.
You have probably noticed lately that the Steam store’s
“new releases” tab is crowded and confusing and like
being in an overstuffed subway station where you’re
looking for your friend but you have no idea where to
begin and maybe they’re dead and an incredibly ragged-
looking man just asked you for cigarettes or maybe a
needle and your shoe has been glued to germ-infested tile
by gum or maybe oh gosh that’s not gum is it but it does
rhyme with gum. There are suddenly a whole, whole lot
of games on Steam, is what I’m saying, and they won’t
stop crawling out of the woodwork. You’re not alone in
this realization. Not by a longshot. We’re not even
halfway through 2014, and Steam has already added more
new games than it did in the entirety of 2013.
 BUNDLES ALONG WITH SUPPLY AND DEMAND
 The first reason for this is that a healthy indie industry has led to a massive supply of games. These
are good, bad and everything in between. Take a look at the current Bundle Stars group for evidence.
Day One is bad. Stealth Bastard, pardon out language, is good. Several of the games are in-between.
You would never see something like this just a few years back.
 We are not saying this is good or bad, it just is. In our opinion it is better to have 100 bad indie games
than a stagnant, non-competitive market.
 BUNDLES GET YOUR FOOT IN THE DOOR
 There are many indie developers who got in this way. Even if your game is bad and not fun at all you
can do so. You can even start your own large company off of it. As a result people of all varieties are
rushing to get in. This is the downside to the trend.
 BUNDLES INCREASE SUPPLY
 Back to the law of supply and demand the bundles also increase the number of gift copies floating
around, codes and much more. This ends up diluting the market and causing the games to cost even
less. This is probably why games such as Planetary Annihilation do not go into bundles much (they
had a short stint in the Humble Store at a significant price, along with a few other promotions). The
current Humble Indie Bundle has some excellent games that we will see the price drop on indefinitely.
 DEVALUATION MAY NOT MATTER
 In the end bundles build up a fan base for many games. They are perhaps the best way to do it for the
indie crowd. Both good and bad developers have made a living off of doing this. We do have to ask
though, is there a bottom to this trend? Will some games end up in the collections of so many people
they lose all value? That remains to be seen.
 Kickstarter is a global crowdfunding platform based in the United States.
(NOTE: In an interview, when asked "What makes Kickstarter different
from other crowd-funding platforms?", co-founder Perry Chen said
quote- "I wonder if people really know what the definition of crowd-
funding is. Or, if there’s even an agreed upon definition of what it is. We
haven’t actively supported the use of the term because it can provoke
more confusion. In our case, we focus on a middle ground between
patronage and commerce. People are offering cool stuff and experiences
in exchange for the support of their ideas. People are creating these mini-
economies around their project ideas. So, you aren’t coming to the site to
get something for nothing; you are trying to create value for the people
who support you. We focus on creative projects—music, film, technology,
art, design, food and publishing—and within the category of crowd-
funding of the arts, we are probably ten times the size of all of the others
combined." This means that the term "crowdfunding" is not supported by
Kickstarter because of added confusion.) The company’s stated mission is
to help bring creative projects to life. Kickstarter has reportedly received
more than $1.5 billion in pledges from 7.8 million backers to fund 200,000
creative projects, such as films, music, stage shows, comics, journalism,
video games, technology and food-related projects.
 SeaNanners
 Known for his extensive Let's Play videos as well
as cooperation with other gamers such as Mark
Fischbach.
 Tobuscus
 Comedian, actor, known for his "Literal Trailers",
hosting CuteWinFail and playing Nerville on
the Annoying Orange TV series.
 The Yogscast
 Producers of comedic gaming videos
and Minecraft parodies of famous songs. Best
known for their Minecraft series. Members Sips
and Hat Films
 The first sort of contract you're likely to encounter is the employment contract. The purpose of this contract is
to set forth the terms of your employment - what the company expects you to do for the company, and what
the company will do for you in return. Employment contracts at game companies are pretty much like
employment contracts at any other sort of company. Do an internet search on "employment contracts" and
you're bound to learn a lot of specifics about this sort of contract.
 The game industry employment contract is likely to include clauses about benefits, confidentiality, about
inventions, and about not competing with the company during or shortly after the term of employment.
 Benefits - If the company offers health insurance, vacation, and bonuses, those are usually mentioned in the
contract. The amount you are to be paid initially is often in the contract. And, in the case of higher-level
employees, stock options and (rarely) royalties are also covered.
 Confidentiality - The company wants to make sure that you understand that people outside the company,
especially the company's competitors, do not learn about the company's secrets due to any leaks from you. The
contract usually mentions what will happen to you if you blab their information around.
 Inventions - It's common for game companies' employment contracts to include a clause that states that any
inventions you create during the term of your employment are automatically the property of the company.
Such clauses usually mean that if you create and divulge a game idea during the term of your employment, the
game idea belongs to the company (whether or not the company would choose to actually create the game).
Invention clauses usually apply to inventions directly related to the company's line of business - in the case of a
game company, game ideas would certainly qualify. But if you invented a mousetrap while working for a
game company, the company wouldn't necessarily claim automatic ownership of your mousetrap idea.
 Non-Compete Clause - Higher-level employees (vice presidents, executive producers, directors) who might
learn everything about the company's secrets of success, then quit and go start a competing company, may be
prevented from doing so by inclusion of a non-compete clause in the employment contract. Some notable game
industry luminaries (such as Nolan Bushnell, founder of Atari) were subject to non-compete clauses for a
certain length of time after departure from a company.
 Here is an example
 Sony Computer Entertainment America has ended its
working agreement with PlayStation All-Stars Battle
Royale developer Superbot Entertainment, according
to reporting by kotaku. Sony's Santa Monica Studio
will be handling future DLC for the title.
 "Sony Computer Entertainment can confirm that the
working agreement with developer SuperBot
Entertainment has amicably ended. We have had a
positive working relationship with this talented studio,
and wish them the best of success in their next
endeavor. PlayStation All-Stars: Battle Royale and the
title's forthcoming DLC releases will continue to be
fully supported by Santa Monica Studio," a Sony
representative told Kotaku.
 A licensing agreement is a legal contract
between two parties, known as the licensor and
the licensee. In a typical licensing agreement,
the licensor grants the licensee the right to
produce and sell goods, apply a brand name or
trademark, or use patented technology owned
by the licensor.
 A non-disclosure agreement (NDA), also known as
a confidentiality agreement (CA), confidential
disclosure agreement (CDA), proprietary information
agreement (PIA), orsecrecy agreement (SA), is
a legal contract between at least two parties that
outlines confidential material, knowledge, or
information that the parties wish to share with one
another for certain purposes, but wish to restrict access
to or by third parties. It is a contract through which the
parties agree not to disclose information covered by the
agreement. An NDA creates a confidential relationship
between the parties to protect any type of confidential
and proprietary information or trade secrets. As such,
an NDA protects nonpublic business information.
 Collaborative partnerships are agreements and
actions made by consenting organizations to
share resources to accomplish a mutual
goal. Collaborative partnerships rely on
participation by at least two parties
who agree to share resources, such as finances,
knowledge, and people.
 A licensing agreement is a partnership between
an intellectual property rights owner (licensor)
and another who is authorized to use such
rights (licensee) in exchange for an agreed
payment (fee or royalty). A variety of
such licensing agreements are available, which
may be broadly categorized as follows:
 Copyright is a legal right created by the law of a country that grants the creator of an original
work exclusive rights to its use and distribution, usually for a limited time. The exclusive rights
are not absolute; they are limited by limitations and exceptions to copyright law, including fair use.
 Copyright is a form of intellectual property, applicable to any expressed representation of a creative
work. It is often shared among multiple authors, each of whom holds a set of rights to use or license
the work, and who are commonly referred to as rightsholders. These rights frequently include
reproduction, control over derivative works, distribution, public performance, and "moral rights" such
as attribution.
 Copyrights are territorial, which means that they do not extend beyond the territory of a specific state
unless that state is a party to an international agreement. While many aspects of national copyright
laws have been standardized through international copyright agreements, copyright laws of most
countries have some unique features.
 Typically, the duration of copyright is the author's life plus 50 to 100 years (that is, copyright typically
expires 50 to 100 years after the author dies, depending on the country). Some countries require
certain copyright formalities to establishing copyright, but most recognize copyright in any completed
work, without formal registration. Generally, copyright is enforced as a civil matter, though some
jurisdictions do apply criminal sanctions.
 Most jurisdictions recognize copyright limitations, allowing "fair" exceptions to the creator's
exclusivity of copyright and giving users certain rights. The development of digital media and
computer network technologies have prompted reinterpretation of these exceptions, introduced new
difficulties in enforcing copyright, and inspired additional challenges to copyright law's philosophic
basis. Simultaneously, businesses with great economic dependence upon copyright, such as those in
the music business, have advocated the extension and expansion of their intellectual property rights
and sought additional legal and technological enforcement.
 A trade mark is a sign that you can use to
distinguish your business’ goods or services from
those of other traders.
 A trade mark can be represented graphically in the
form of your company’s logo or a signature.
 Through a registered trade mark, you can protect
your brand (or “mark”) by restricting other people
from using its name or logo.
 Once acquired, a trade mark can last indefinitely as
long as you renew it every 10 years. Because a
registered trade mark is a form of IP, you can
license or assign it to others.
 A patent is a right granted to the owner of an
invention that prevents others from making, using,
importing or selling the invention without his
permission.
 A patentable invention can be a product or a
process that gives a new technical solution to a
problem. It can also be a new method of doing
things, the composition of a new product, or a
technical improvement on how certain objects
work.
 Once it is granted, its term of a patent is 20 years
from the Date of Filing, subject to the payment of
annual renewal fees.
 A patent is a right granted to the owner of an
invention that prevents others from making, using,
importing or selling the invention without his
permission.
 A patentable invention can be a product or a
process that gives a new technical solution to a
problem. It can also be a new method of doing
things, the composition of a new product, or a
technical improvement on how certain objects
work.
 Once it is granted, its term of a patent is 20 years
from the Date of Filing, subject to the payment of
annual renewal fees.
 A registered design is protection given to the
outward appearance of a product or part of
product.
 Video gaming (playing video games) has become a popular activity for people of all ages. Many children and
adolescents spend large amounts of time playing them. Video gaming is a multibillion-dollar industry bringing in more
money than movies and DVDs. Video games have become very sophisticated and realistic. Some games connect to the
Internet, which can allow children and adolescents to play online with unknown adults and peers.
 While some games have educational content, many of the most popular games emphasize negative themes and promote:
 the killing of people or animals
 the use and abuse of drugs and alcohol
 criminal behavior, disrespect for authority and the law
 sexual exploitation and violence toward women
 racial, sexual, and gender stereotypes
 foul language, obscenities, and obscene gestures
 There is growing research on the effects of videogames on children. Some video games may promote learning, problem
solving and help with the development of fine motor skills and coordination. However, there are concerns about the
effect of violent video games on young people who play videogames excessively.
 Studies of children exposed to violence have shown that they can become: “immune” or numb to the horror of violence,
imitate the violence they see, and show more aggressive behavior with greater exposure to violence. Some children
accept violence as a way to handle problems. Studies have also shown that the more realistic and repeated the exposure
to violence, the greater the impact on children. In addition, children with emotional, behavioral and learning problems
may be more influenced by violent images.
 Children and adolescents can become overly involved and even obsessed with videogames. Spending large amounts of
time playing these games can create problems and lead to:
 poor social skills
 time away from family time, school-work, and other hobbies
 lower grades and reading less
 exercising less, and becoming overweight
 aggressive thoughts and behaviors
 Video games information sheet – age ratings Playing video games can be great fun for children and
adults alike. Gaming can help your child to be more creative, solve problems and learn how to
communicate safely online; however some of our primary school children have been playing video
games aimed at an adult audience. This information leaflet aims to give parents the facts about how
games are rated by PEGI and how to find out more about their content. We hope this information will
help you when deciding which games you are happy for your child to play. Please note that the PEGI
rating does not tell you which age group a game is aimed at. Age ratings on video games Video games
are rated by PEGI - PEGI provides advice regarding the age suitability of a game. Games are often
rated differently for violence, sexual content etc. Where this happens, only the higher rating will be
displayed on the box. PEGI 16 This rating is applied once the depiction of violence (or sexual activity)
reaches a stage that looks the same as would be expected in real life. More extreme bad language, the
concept of the use of tobacco and drugs and the depiction of criminal activities can be content of
games that are rated 16. PEGI 18 The adult classification is applied when the level of violence reaches
a stage where it becomes a depiction of gross violence and/or includes elements of specific types of
violence. Gross violence is the most difficult to define since it can be very subjective in many cases, but
in general terms it can be classed as the depictions of violence that would make the viewer feel a sense
of revulsion. An example of a game receiving different ratings is Grand Theft Auto V. This is rated a
sixteen for sexual activity, drug taking and criminal activities, but 18 for violence. The description on
the PEGI site provides details of the violent content and the ability to interact with others online
(being able to talk to adult strangers online), but does not mention the sexual content and nudity
(strippers and simulated sex scenes), because this content has been rated as sixteen: Grand Theft Auto
V Take2 Interactive Software Europe ltd The content of this game is suitable for persons aged 18 years
and over only. It contains: Extreme violence - Multiple, motiveless killing - Violence towards
defenceless people - Strong language This game allows the player to interact with other players
ONLINE. The Games Rating Authority however, does give detailed information on each game that
includes lower ratings.
 When someone plays a video game, they are challenged mentally with a
problem. Through playing they will discover many different ways to
solve problems they will come across. Often, players will find that they
require these skills later on in the game as well, and thus are required to
maintain and hone their skills for later use. Video games typically
provide instant rewards for succeeding in solving a problem. This is in
contrast to classroom environments where students wait for graded tests
and are only rewarded occasionally with report cards to report their
progress. Video games can instantly tell a student of failure or success
and often this can be used to develop skills along the way. Thus, video
games can be used as an alternative to a classroom setting, while still
maintaining levels of difficulty that foster learning in a gamer.
 If a game is successful, gamers will take the time to develop knowledge
about all aspects of the game, and thus the game will be played for a long
time with great attention to it. This is the main goal of the developers, to
create a game that will capture the attention of the player in such a way
that he or she will want to keep playing.
 When it comes to violent video games, playing as a
black character may reinforce “disturbing” cultural
stereotypes among white players, a new study has
found.
 White players, both men and women, expressed more
negative views of blacks, more strongly linked blacks
and weapons and acted more aggressively overall after
playing the games with black avatars.
 "Playing a violent video game as a black character
reinforces harmful stereotypes that blacks are
violent," concluded Brad Bushman, a professor of
communication and psychology at Ohio State
University and a co-author of the study. "We found
there are real consequences to having these stereotypes
– it can lead to more aggressive behaviour."
 Anyone who has experienced it knows all too well – video game
addiction is real. Although gaming addiction is not yet officially
recognized as a diagnosable disorder by the American Medical
Association, there is increasing evidence that people of all ages, especially
teens and pre-teens, are facing very real, sometimes severe consequences
associated with compulsive use of video and computer games.
 Video games are becoming increasingly complex, detailed, and
compelling to a growing international audience of players. With better
graphics, more realistic characters, and greater strategic challenges, it’s
not surprising that some teens would rather play the latest video game
than hang out with friends, play sports, or even watch television.
 Of course, all gamers are not addicts – many teens can play video games a
few hours a week, successfully balancing school activities, grades, friends,
and family obligations. But for some, gaming has become an
uncontrollable compulsion. Studies estimate that 10 percent to 15 percent
of gamers exhibit signs that meet the World Health Organization’s criteria
for addiction. Just like gambling and other compulsive behaviors, teens
can become so enthralled in the fantasy world of gaming that they neglect
their family, friends, work, and school.
 Ukie, pronounced you-key, (UK Interactive
Entertainment) is the only trade body for the UK's
games and wider interactive entertainment
industry. We are a not-for-profit and are
passionate about games, games businesses and
their place in the world. Meet the team
members who are at your service.
 Everything we do helps to support, grow and
promote our members' businesses and the wider
UK games and interactive entertainment industry
by making sure we have the right economic,
cultural, political and social environment needed
for businesses to thrive.
 As an international organization, they are a global network
of collaborative projects and communities comprised of
individuals from all fields of game development - from
programmers and producers to writers, artists, QA and
localization. We bring together developers at key industry
conferences, in over 90 Chapters and in Special Interest
Groups (SIGs) to improve their lives and their craft. We
advocate on behalf of our membership to ensure quality of
life, perpetuation of our craft and preparing the next
generation of developers. Whether you're a student with a
goal to become a game developer or a seasoned veteran,
regardless if you're based in the U.S. or any country/region
in the world, whether you're an indie developer or in a AAA
studio, whether your primary platform is a PC, console or a
table top - we welcome you home to the IGDA!
 Women in Games International (WIGI), made up of both
female and male professionals, works to promote the
inclusion and advancement of women in the global games
industry.
 WIGI promotes diversity in video game development,
publishing, media, education and workplaces, based on a
fundamental belief that increased equality and camaraderie
among genders can make global impacts for superior
products, more consumer enjoyment and a stronger gaming
industry.
 Women In Games International stands as strong advocates
for issues crucial to the success of women and men in the
games industry, including a better work/life balance,
healthy working conditions, increased opportunities for
success and resources for career support.
 The British Academy of Film and Television
Arts (BAFTA) is an independent charity that
supports, develops and promotes the art forms
of the moving image – film, television and
games.
 MEF, as the defining body for Carrier Ethernet, is a
global industry alliance comprising more than 220
organizations including telecommunications
service providers, cable MSOs, network
equipment/software manufacturers,
semiconductors vendors, and testing
organizations. MEF’s mission is to accelerate the
worldwide adoption of Carrier-class Ethernet
networks and services. MEF develops Carrier
Ethernet technical specifications and
implementation agreements to promote
interoperability and deployment of Carrier
Ethernet worldwide.
 Required Education
 While you’re in high school, you can prepare to get
accepted into game design college programs by
taking courses like art, drawing and creative
writing. After you graduate high school and enroll
in college, you might take courses in game design
and development, computer science, sculpture and
computer programming. According to the U.S.
Bureau of Labor Statistics, a bachelor’s degree is
often required to get hired as a game designer.
However, two-year or associate degree programs
are also available at colleges and universities in
this field.
 Software Application Training
 Game designers are trained to work with digital
audio, code, artificial intelligence and a variety of
game-development software applications. For
example, you need to be trained to use computer
software programs, like Java and 2D and 3D
software programs, to create animated characters.
An understanding of how software programs
work with different computer-operating systems
such as Microsoft Windows and Android, and
game consoles, like PlayStation and Xbox, is also
required.
 Story and Character Development Training
 In addition to having a creative mind, you need to
be able to create storyboards and scripts. Training
may focus on preparing you to create script or text
treatments, including learning how to create funny
or mysterious game scripts. Your training should
also teach you how to translate scripts onto
storyboards and lay out storyboards so they flow
in sequence. Additional training required to
succeed as a game designer includes learning how
to develop character motivations that connect with
plots and story outcomes.
 Marketing Training
 Employers want you to have market research
training so you are aware of industry changes and
new games on the market so you don’t recreate
games that already exist or create games that are
not selling well. Marketing training is necessary to
help you build your portfolio, start networking at
professional events like computer and game-
designer conferences and seminars so you can land
jobs. In addition, if you plan on working as a self-
employed game designer, it’s necessary to get
training that shows you how to market games you
create so that prospective clients become familiar
with your work and hire you.

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Ha3 task 1-11

  • 2.  A video game developer is a software developer that specializes in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programming, design, art, testing, etc. Most game developer companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games.
  • 3.  A video game publisher is a company that publishes video games that they have either developed internally or have had developed by a video game developer.
  • 4.  A console manufacturer, also known as a first-party video game publisher, is a company that manufactures and distributes video game consoles in addition to permitting third- party publishers to produce games for its platform in return to licensing fees. Historically, some of the most recognized console manufacturers include:  Atari – first console market leader; now defunct.  Mattel – manufactured the In tellivision, a major competitor to Atari in the 80s, offering voice command modules and Tron; has since exited the video game market.  Microsoft – the newest major player in the market, releasing the Xbox, Xbox 360, and the newly released Xbox One.  Nintendo – historically the best known console manufacturer; also the longest running company in the market, and long-time dominant market leader of the hand held console market.  Sega – a significant manufacturer during the 16-bit era, now a third-party publisher.  Sony Computer Entertainment – found worldwide success with its first console, the Sony PlayStation, the PlayStation 2 (which holds the record for best selling home console to date), the PlayStation 3, and the most recent PlayStation 4.
  • 5.  Distribution and retail are two things, distribution is where the item they are distributing is shipped to shops around the world, retail is when the games arrive in the shops to be sold to the public and both the shop and the games company make a profit.
  • 6.  Outsourcing has become a major trend in human resources over the past decade. It's the practice of sending certain job functions outside a company instead of handling them in house. More and more companies, large and small, are turning to outsourcing as a way to grow while restraining payroll and overhead costs.
  • 7.  Video games have their own journalist, these are people who focus on just doing reports on video games so the public can have the reviews on the game to see if it is an good, also the major games companies can make adverts to advertise the game and get people to like it. The main way to advertise a game though, is too put it out on the internet or get a popular youtuber to play a demo.
  • 9.  A game designer comes up with the basic idea of a game, such as the story the characters and how the game plays, how the story flows, the props, vehicles. once the game is devised, the games designer tells the res of the development team who to create the art assets and computer code that let the game be played.
  • 10.  the level editor is a group of people who start in a 3D blank canvas ad gradually build up different levels for the game to be played in the easiest game to describe this would be call of duty, every online multiplayer map which can be played had to be designed by the level designers.
  • 11.  the lead artist is responsible for the over all look of the game. the lead artist works with the game designer and lead programmer. the lead artist is also know as art director or creative manager. They produce much of the initial artwork themselves, setting creative and technical standards and determining the best tools and techniques to use.
  • 12.  The Technical Artist acts as a bridge between theworking on a game. They ensure art assets can be easily integrated into a game without sacrificing either the overall artistic vision or exceeding the technical limits of the chosen platform. The role is a relatively new one for the games industry, but is becoming increasingly important as consoles and PC hardware becomes more complex
  • 13.  artists are a group of people who work on the game art together such as the characters and textures for the games
  • 14.  Animators in the games industry are responsible for the portrayal of movement and behaviour. Most often this is applied to give life to game characters and creatures, but sometimes animations are also applied to other elements such as objects, scenery, vegetation and environmental effects. Audio Engineer an audio engineer makes the sounds for this game, this might include sound effects to support games action, music, voices and other sounds such as crowd noise, vehicles or rain. Audio Engineers work for development studios. The size of the audio department depends on the company, but can consist of just one or two people who are sometimes required to work very long hours. Audio Engineers also work for specialist outsourcing companies and localisation services that re-version games for different territories.
  • 15.
  • 16.  Game Programmers work at the heart of the game development process. They design and write the computer code that runs and controls the game, incorporating and adapting any ready-made code libraries and writing custom code as required. They test the code and fix bugs, and also develop customised tools for use by other members of the development team. Different platforms (games consoles, PCs, handhelds, mobiles, etc.) have particular programming requirements and there are also various specialisms within programming, such as physics programming, AI (artificial intelligence), 3D engine development, interface and control.
  • 17.  The Lead Programmer leads the programming team responsible for creating all the computer code which runs and controls a game. Programmers have various roles and specialisms including AI (artificial intelligence), game engine development, user interface, tools development and physics. The Lead Programmer oversees all of this. They are responsible for the technical specification of the game and manage the overall code development process. It is also their job to make sure that the team delivers on time and within budget.
  • 18.  the project manager is also know as the producer, they are responsible for making sure the game is complete on time with in budget. They control the financial and other resources needed for a project and co-ordinate the work of the production team, making sure that the quality and vision of the game is maintained, whatever problems may arise. They understand everybody’s contribution to a game and keep an overview of the entire process from start to finish.
  • 19.  The Assistant (or Junior) Producer works with a game's production staff to ensure the timely delivery of the highest quality product possible. Typically, they will focus on specific areas of the development process. This could involve handling the communications between the publisher and developer, or co-ordinating work on some of the project's key processes such as managing the outsourcing of art assets.
  • 20.  the external producer works away from the development team but they are also responsible for making sure the game has a successful delivery.
  • 21.  The Creative Director is the key person during the game development process, overseeing any high-level decisions that affect how the game plays, looks or sounds. Not all game companies employ Creative Directors. Some companies prefer to continue to split the duties between a game's
  • 22.  A QA tester is a person (usually a group) who plays the game, but they play it to look for glitches and bugs, this can be hours of jumping into the same walls over and over, it can be very tedious. once they have found a bug or glitch they will write it down on a note pad, then they will go and speak to developers so they can fix the problem. QA testers do this job because the developers do not have the time to test their own game unless you're an indie game designer.
  • 23.
  • 24.  the public relations manager is responsible for the day to day management of gaming enthusiast, mobile, tech, and consumer media relations for DeNA'a key games, including materials development, event coordination, and management of game-related assets.
  • 25.  The Product Manager's role is to help create and implement marketing campaigns to maximise the sales of the games they are working on. Working in the marketing team, they support the senior marketing managers who organise international or global campaigns.
  • 26.  As a marketing executive, you would promote your employer's products, services or ideas. If you love using your communication skills in a creative way.
  • 27.  As a marketing manager, it would be your job to plan the best ways of promoting your employer's products, services or brand. If you’re organised and love communicating messages and ideas.
  • 29.  A budget is probably the most important tool a business can have. It provides a game plan for not only long-term business operations, but day to day operations as well. Properly used, a budget can help a business meet its goals, help it become more profitable, and give it the edge in getting through tough financial times. There are two (often overlapping) reasons for producing a budget: 1. One is to persuade potential investors that your company is a good bet. 2. The other one is to plan your business finances - how much money do you have and how do you plan to use it? How much revenue do you need to generate to achieve your target profit? Is your business plan viable or does it need adjusting? In retrospect, did the year pan out the way you planned, or did something go wrong? There are three concepts you need to understand: variable costs, fixed costs and break- even point.
  • 30.  Fixed costs are those which you will incur whether you have any sales or not. These would include such items as rent, utilities, certain labour, insurance, etc. Unlike variable costs, fixed costs do not increase or decrease with changes in sales. Therefore, the greater your sales, the less of an effect your fixed costs will have on your net profits.
  • 31.  Variable costs are those expenses in your business that increase or decrease with the level of your sales. For instance, if you sell hamburgers, your variable costs would include the cost of the meat, the buns, condiments as well as packaging.
  • 32.  The break-even point is, as the name implies, the level of sales where you neither make money nor lose money.
  • 33.
  • 34.  One of the most important trends within the games industry over the last decade is the dominance of strong brands. From Apps to large budget console games, developers and publishers look to brands that have legs to underpin their businesses. The developers and publishers look to game titles that have stood the test of time and are kept fresh through new versions. This may result in fewer new concepts entering the market, but they provide a safer bet, particularly for the high budget console games.
  • 35. You have probably noticed lately that the Steam store’s “new releases” tab is crowded and confusing and like being in an overstuffed subway station where you’re looking for your friend but you have no idea where to begin and maybe they’re dead and an incredibly ragged- looking man just asked you for cigarettes or maybe a needle and your shoe has been glued to germ-infested tile by gum or maybe oh gosh that’s not gum is it but it does rhyme with gum. There are suddenly a whole, whole lot of games on Steam, is what I’m saying, and they won’t stop crawling out of the woodwork. You’re not alone in this realization. Not by a longshot. We’re not even halfway through 2014, and Steam has already added more new games than it did in the entirety of 2013.
  • 36.  BUNDLES ALONG WITH SUPPLY AND DEMAND  The first reason for this is that a healthy indie industry has led to a massive supply of games. These are good, bad and everything in between. Take a look at the current Bundle Stars group for evidence. Day One is bad. Stealth Bastard, pardon out language, is good. Several of the games are in-between. You would never see something like this just a few years back.  We are not saying this is good or bad, it just is. In our opinion it is better to have 100 bad indie games than a stagnant, non-competitive market.  BUNDLES GET YOUR FOOT IN THE DOOR  There are many indie developers who got in this way. Even if your game is bad and not fun at all you can do so. You can even start your own large company off of it. As a result people of all varieties are rushing to get in. This is the downside to the trend.  BUNDLES INCREASE SUPPLY  Back to the law of supply and demand the bundles also increase the number of gift copies floating around, codes and much more. This ends up diluting the market and causing the games to cost even less. This is probably why games such as Planetary Annihilation do not go into bundles much (they had a short stint in the Humble Store at a significant price, along with a few other promotions). The current Humble Indie Bundle has some excellent games that we will see the price drop on indefinitely.  DEVALUATION MAY NOT MATTER  In the end bundles build up a fan base for many games. They are perhaps the best way to do it for the indie crowd. Both good and bad developers have made a living off of doing this. We do have to ask though, is there a bottom to this trend? Will some games end up in the collections of so many people they lose all value? That remains to be seen.
  • 37.  Kickstarter is a global crowdfunding platform based in the United States. (NOTE: In an interview, when asked "What makes Kickstarter different from other crowd-funding platforms?", co-founder Perry Chen said quote- "I wonder if people really know what the definition of crowd- funding is. Or, if there’s even an agreed upon definition of what it is. We haven’t actively supported the use of the term because it can provoke more confusion. In our case, we focus on a middle ground between patronage and commerce. People are offering cool stuff and experiences in exchange for the support of their ideas. People are creating these mini- economies around their project ideas. So, you aren’t coming to the site to get something for nothing; you are trying to create value for the people who support you. We focus on creative projects—music, film, technology, art, design, food and publishing—and within the category of crowd- funding of the arts, we are probably ten times the size of all of the others combined." This means that the term "crowdfunding" is not supported by Kickstarter because of added confusion.) The company’s stated mission is to help bring creative projects to life. Kickstarter has reportedly received more than $1.5 billion in pledges from 7.8 million backers to fund 200,000 creative projects, such as films, music, stage shows, comics, journalism, video games, technology and food-related projects.
  • 38.  SeaNanners  Known for his extensive Let's Play videos as well as cooperation with other gamers such as Mark Fischbach.  Tobuscus  Comedian, actor, known for his "Literal Trailers", hosting CuteWinFail and playing Nerville on the Annoying Orange TV series.  The Yogscast  Producers of comedic gaming videos and Minecraft parodies of famous songs. Best known for their Minecraft series. Members Sips and Hat Films
  • 39.
  • 40.  The first sort of contract you're likely to encounter is the employment contract. The purpose of this contract is to set forth the terms of your employment - what the company expects you to do for the company, and what the company will do for you in return. Employment contracts at game companies are pretty much like employment contracts at any other sort of company. Do an internet search on "employment contracts" and you're bound to learn a lot of specifics about this sort of contract.  The game industry employment contract is likely to include clauses about benefits, confidentiality, about inventions, and about not competing with the company during or shortly after the term of employment.  Benefits - If the company offers health insurance, vacation, and bonuses, those are usually mentioned in the contract. The amount you are to be paid initially is often in the contract. And, in the case of higher-level employees, stock options and (rarely) royalties are also covered.  Confidentiality - The company wants to make sure that you understand that people outside the company, especially the company's competitors, do not learn about the company's secrets due to any leaks from you. The contract usually mentions what will happen to you if you blab their information around.  Inventions - It's common for game companies' employment contracts to include a clause that states that any inventions you create during the term of your employment are automatically the property of the company. Such clauses usually mean that if you create and divulge a game idea during the term of your employment, the game idea belongs to the company (whether or not the company would choose to actually create the game). Invention clauses usually apply to inventions directly related to the company's line of business - in the case of a game company, game ideas would certainly qualify. But if you invented a mousetrap while working for a game company, the company wouldn't necessarily claim automatic ownership of your mousetrap idea.  Non-Compete Clause - Higher-level employees (vice presidents, executive producers, directors) who might learn everything about the company's secrets of success, then quit and go start a competing company, may be prevented from doing so by inclusion of a non-compete clause in the employment contract. Some notable game industry luminaries (such as Nolan Bushnell, founder of Atari) were subject to non-compete clauses for a certain length of time after departure from a company.
  • 41.  Here is an example  Sony Computer Entertainment America has ended its working agreement with PlayStation All-Stars Battle Royale developer Superbot Entertainment, according to reporting by kotaku. Sony's Santa Monica Studio will be handling future DLC for the title.  "Sony Computer Entertainment can confirm that the working agreement with developer SuperBot Entertainment has amicably ended. We have had a positive working relationship with this talented studio, and wish them the best of success in their next endeavor. PlayStation All-Stars: Battle Royale and the title's forthcoming DLC releases will continue to be fully supported by Santa Monica Studio," a Sony representative told Kotaku.
  • 42.  A licensing agreement is a legal contract between two parties, known as the licensor and the licensee. In a typical licensing agreement, the licensor grants the licensee the right to produce and sell goods, apply a brand name or trademark, or use patented technology owned by the licensor.
  • 43.  A non-disclosure agreement (NDA), also known as a confidentiality agreement (CA), confidential disclosure agreement (CDA), proprietary information agreement (PIA), orsecrecy agreement (SA), is a legal contract between at least two parties that outlines confidential material, knowledge, or information that the parties wish to share with one another for certain purposes, but wish to restrict access to or by third parties. It is a contract through which the parties agree not to disclose information covered by the agreement. An NDA creates a confidential relationship between the parties to protect any type of confidential and proprietary information or trade secrets. As such, an NDA protects nonpublic business information.
  • 44.  Collaborative partnerships are agreements and actions made by consenting organizations to share resources to accomplish a mutual goal. Collaborative partnerships rely on participation by at least two parties who agree to share resources, such as finances, knowledge, and people.
  • 45.
  • 46.  A licensing agreement is a partnership between an intellectual property rights owner (licensor) and another who is authorized to use such rights (licensee) in exchange for an agreed payment (fee or royalty). A variety of such licensing agreements are available, which may be broadly categorized as follows:
  • 47.  Copyright is a legal right created by the law of a country that grants the creator of an original work exclusive rights to its use and distribution, usually for a limited time. The exclusive rights are not absolute; they are limited by limitations and exceptions to copyright law, including fair use.  Copyright is a form of intellectual property, applicable to any expressed representation of a creative work. It is often shared among multiple authors, each of whom holds a set of rights to use or license the work, and who are commonly referred to as rightsholders. These rights frequently include reproduction, control over derivative works, distribution, public performance, and "moral rights" such as attribution.  Copyrights are territorial, which means that they do not extend beyond the territory of a specific state unless that state is a party to an international agreement. While many aspects of national copyright laws have been standardized through international copyright agreements, copyright laws of most countries have some unique features.  Typically, the duration of copyright is the author's life plus 50 to 100 years (that is, copyright typically expires 50 to 100 years after the author dies, depending on the country). Some countries require certain copyright formalities to establishing copyright, but most recognize copyright in any completed work, without formal registration. Generally, copyright is enforced as a civil matter, though some jurisdictions do apply criminal sanctions.  Most jurisdictions recognize copyright limitations, allowing "fair" exceptions to the creator's exclusivity of copyright and giving users certain rights. The development of digital media and computer network technologies have prompted reinterpretation of these exceptions, introduced new difficulties in enforcing copyright, and inspired additional challenges to copyright law's philosophic basis. Simultaneously, businesses with great economic dependence upon copyright, such as those in the music business, have advocated the extension and expansion of their intellectual property rights and sought additional legal and technological enforcement.
  • 48.  A trade mark is a sign that you can use to distinguish your business’ goods or services from those of other traders.  A trade mark can be represented graphically in the form of your company’s logo or a signature.  Through a registered trade mark, you can protect your brand (or “mark”) by restricting other people from using its name or logo.  Once acquired, a trade mark can last indefinitely as long as you renew it every 10 years. Because a registered trade mark is a form of IP, you can license or assign it to others.
  • 49.  A patent is a right granted to the owner of an invention that prevents others from making, using, importing or selling the invention without his permission.  A patentable invention can be a product or a process that gives a new technical solution to a problem. It can also be a new method of doing things, the composition of a new product, or a technical improvement on how certain objects work.  Once it is granted, its term of a patent is 20 years from the Date of Filing, subject to the payment of annual renewal fees.
  • 50.  A patent is a right granted to the owner of an invention that prevents others from making, using, importing or selling the invention without his permission.  A patentable invention can be a product or a process that gives a new technical solution to a problem. It can also be a new method of doing things, the composition of a new product, or a technical improvement on how certain objects work.  Once it is granted, its term of a patent is 20 years from the Date of Filing, subject to the payment of annual renewal fees.
  • 51.  A registered design is protection given to the outward appearance of a product or part of product.
  • 52.
  • 53.  Video gaming (playing video games) has become a popular activity for people of all ages. Many children and adolescents spend large amounts of time playing them. Video gaming is a multibillion-dollar industry bringing in more money than movies and DVDs. Video games have become very sophisticated and realistic. Some games connect to the Internet, which can allow children and adolescents to play online with unknown adults and peers.  While some games have educational content, many of the most popular games emphasize negative themes and promote:  the killing of people or animals  the use and abuse of drugs and alcohol  criminal behavior, disrespect for authority and the law  sexual exploitation and violence toward women  racial, sexual, and gender stereotypes  foul language, obscenities, and obscene gestures  There is growing research on the effects of videogames on children. Some video games may promote learning, problem solving and help with the development of fine motor skills and coordination. However, there are concerns about the effect of violent video games on young people who play videogames excessively.  Studies of children exposed to violence have shown that they can become: “immune” or numb to the horror of violence, imitate the violence they see, and show more aggressive behavior with greater exposure to violence. Some children accept violence as a way to handle problems. Studies have also shown that the more realistic and repeated the exposure to violence, the greater the impact on children. In addition, children with emotional, behavioral and learning problems may be more influenced by violent images.  Children and adolescents can become overly involved and even obsessed with videogames. Spending large amounts of time playing these games can create problems and lead to:  poor social skills  time away from family time, school-work, and other hobbies  lower grades and reading less  exercising less, and becoming overweight  aggressive thoughts and behaviors
  • 54.  Video games information sheet – age ratings Playing video games can be great fun for children and adults alike. Gaming can help your child to be more creative, solve problems and learn how to communicate safely online; however some of our primary school children have been playing video games aimed at an adult audience. This information leaflet aims to give parents the facts about how games are rated by PEGI and how to find out more about their content. We hope this information will help you when deciding which games you are happy for your child to play. Please note that the PEGI rating does not tell you which age group a game is aimed at. Age ratings on video games Video games are rated by PEGI - PEGI provides advice regarding the age suitability of a game. Games are often rated differently for violence, sexual content etc. Where this happens, only the higher rating will be displayed on the box. PEGI 16 This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. More extreme bad language, the concept of the use of tobacco and drugs and the depiction of criminal activities can be content of games that are rated 16. PEGI 18 The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence and/or includes elements of specific types of violence. Gross violence is the most difficult to define since it can be very subjective in many cases, but in general terms it can be classed as the depictions of violence that would make the viewer feel a sense of revulsion. An example of a game receiving different ratings is Grand Theft Auto V. This is rated a sixteen for sexual activity, drug taking and criminal activities, but 18 for violence. The description on the PEGI site provides details of the violent content and the ability to interact with others online (being able to talk to adult strangers online), but does not mention the sexual content and nudity (strippers and simulated sex scenes), because this content has been rated as sixteen: Grand Theft Auto V Take2 Interactive Software Europe ltd The content of this game is suitable for persons aged 18 years and over only. It contains: Extreme violence - Multiple, motiveless killing - Violence towards defenceless people - Strong language This game allows the player to interact with other players ONLINE. The Games Rating Authority however, does give detailed information on each game that includes lower ratings.
  • 55.  When someone plays a video game, they are challenged mentally with a problem. Through playing they will discover many different ways to solve problems they will come across. Often, players will find that they require these skills later on in the game as well, and thus are required to maintain and hone their skills for later use. Video games typically provide instant rewards for succeeding in solving a problem. This is in contrast to classroom environments where students wait for graded tests and are only rewarded occasionally with report cards to report their progress. Video games can instantly tell a student of failure or success and often this can be used to develop skills along the way. Thus, video games can be used as an alternative to a classroom setting, while still maintaining levels of difficulty that foster learning in a gamer.  If a game is successful, gamers will take the time to develop knowledge about all aspects of the game, and thus the game will be played for a long time with great attention to it. This is the main goal of the developers, to create a game that will capture the attention of the player in such a way that he or she will want to keep playing.
  • 56.  When it comes to violent video games, playing as a black character may reinforce “disturbing” cultural stereotypes among white players, a new study has found.  White players, both men and women, expressed more negative views of blacks, more strongly linked blacks and weapons and acted more aggressively overall after playing the games with black avatars.  "Playing a violent video game as a black character reinforces harmful stereotypes that blacks are violent," concluded Brad Bushman, a professor of communication and psychology at Ohio State University and a co-author of the study. "We found there are real consequences to having these stereotypes – it can lead to more aggressive behaviour."
  • 57.  Anyone who has experienced it knows all too well – video game addiction is real. Although gaming addiction is not yet officially recognized as a diagnosable disorder by the American Medical Association, there is increasing evidence that people of all ages, especially teens and pre-teens, are facing very real, sometimes severe consequences associated with compulsive use of video and computer games.  Video games are becoming increasingly complex, detailed, and compelling to a growing international audience of players. With better graphics, more realistic characters, and greater strategic challenges, it’s not surprising that some teens would rather play the latest video game than hang out with friends, play sports, or even watch television.  Of course, all gamers are not addicts – many teens can play video games a few hours a week, successfully balancing school activities, grades, friends, and family obligations. But for some, gaming has become an uncontrollable compulsion. Studies estimate that 10 percent to 15 percent of gamers exhibit signs that meet the World Health Organization’s criteria for addiction. Just like gambling and other compulsive behaviors, teens can become so enthralled in the fantasy world of gaming that they neglect their family, friends, work, and school.
  • 58.
  • 59.  Ukie, pronounced you-key, (UK Interactive Entertainment) is the only trade body for the UK's games and wider interactive entertainment industry. We are a not-for-profit and are passionate about games, games businesses and their place in the world. Meet the team members who are at your service.  Everything we do helps to support, grow and promote our members' businesses and the wider UK games and interactive entertainment industry by making sure we have the right economic, cultural, political and social environment needed for businesses to thrive.
  • 60.  As an international organization, they are a global network of collaborative projects and communities comprised of individuals from all fields of game development - from programmers and producers to writers, artists, QA and localization. We bring together developers at key industry conferences, in over 90 Chapters and in Special Interest Groups (SIGs) to improve their lives and their craft. We advocate on behalf of our membership to ensure quality of life, perpetuation of our craft and preparing the next generation of developers. Whether you're a student with a goal to become a game developer or a seasoned veteran, regardless if you're based in the U.S. or any country/region in the world, whether you're an indie developer or in a AAA studio, whether your primary platform is a PC, console or a table top - we welcome you home to the IGDA!
  • 61.  Women in Games International (WIGI), made up of both female and male professionals, works to promote the inclusion and advancement of women in the global games industry.  WIGI promotes diversity in video game development, publishing, media, education and workplaces, based on a fundamental belief that increased equality and camaraderie among genders can make global impacts for superior products, more consumer enjoyment and a stronger gaming industry.  Women In Games International stands as strong advocates for issues crucial to the success of women and men in the games industry, including a better work/life balance, healthy working conditions, increased opportunities for success and resources for career support.
  • 62.  The British Academy of Film and Television Arts (BAFTA) is an independent charity that supports, develops and promotes the art forms of the moving image – film, television and games.
  • 63.  MEF, as the defining body for Carrier Ethernet, is a global industry alliance comprising more than 220 organizations including telecommunications service providers, cable MSOs, network equipment/software manufacturers, semiconductors vendors, and testing organizations. MEF’s mission is to accelerate the worldwide adoption of Carrier-class Ethernet networks and services. MEF develops Carrier Ethernet technical specifications and implementation agreements to promote interoperability and deployment of Carrier Ethernet worldwide.
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  • 66.  Required Education  While you’re in high school, you can prepare to get accepted into game design college programs by taking courses like art, drawing and creative writing. After you graduate high school and enroll in college, you might take courses in game design and development, computer science, sculpture and computer programming. According to the U.S. Bureau of Labor Statistics, a bachelor’s degree is often required to get hired as a game designer. However, two-year or associate degree programs are also available at colleges and universities in this field.
  • 67.  Software Application Training  Game designers are trained to work with digital audio, code, artificial intelligence and a variety of game-development software applications. For example, you need to be trained to use computer software programs, like Java and 2D and 3D software programs, to create animated characters. An understanding of how software programs work with different computer-operating systems such as Microsoft Windows and Android, and game consoles, like PlayStation and Xbox, is also required.
  • 68.  Story and Character Development Training  In addition to having a creative mind, you need to be able to create storyboards and scripts. Training may focus on preparing you to create script or text treatments, including learning how to create funny or mysterious game scripts. Your training should also teach you how to translate scripts onto storyboards and lay out storyboards so they flow in sequence. Additional training required to succeed as a game designer includes learning how to develop character motivations that connect with plots and story outcomes.
  • 69.  Marketing Training  Employers want you to have market research training so you are aware of industry changes and new games on the market so you don’t recreate games that already exist or create games that are not selling well. Marketing training is necessary to help you build your portfolio, start networking at professional events like computer and game- designer conferences and seminars so you can land jobs. In addition, if you plan on working as a self- employed game designer, it’s necessary to get training that shows you how to market games you create so that prospective clients become familiar with your work and hire you.