Introduction
The Digital Creative industry has been growing rapidly over these previous years and still continuing to grow around the world. In just the United Kingdom alone, 92% of the population are Internet years in 2016. Which is a staggering amount, compared to 2006, where only 68% of the population were Internet users. Thus began the growth of the Digital Creative industry to accommodate such a large consumer base. Many forms of the Digital Creative industry has taken over the Global market. For example, gaming. However, it is not just the game that contribute to the economy, the merchandise they create, the hardware and software that the players require to run these acclaimed software, games. One of the many stereotypical attention
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The company itself is a merged company of Square and Enix, eventually, they merged together in the spring of 2003, now, the company is known as Square Enix. As a company, they have successfully published games while partnering up with equally, or better-recognised companies such as Disney (game: Kingdom heart series) and Marvel Entertainment (owned by Disney).
Presently, Square Enix has published many video games in a broad range of platforms, Mobile phones, console, handheld console and PCs, allowing them to extend the size of their audience. With the Final Fantasy franchise alone, they have sold over 115 million copies of the franchise alone, over the world. However it’s not just the video game aspect that Square Enix is known for in the Digital Creative Industry, it is also branding. Recently, a luxury brand, Louis Vuitton, has presented one of the characters in their Final Fantasy Franchise (FF13), Lightning, as their model advertising their products in a Digital Creative
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It has been underlined that there is an absence of diversity in regards to gender and race within the industry, around less than 40% are female. With that said, there has been a gradual increase with the diversity of gender itself, in the recent years, only a handful of woman are in higher positions in the industry, limited role models for inspiring young woman looking to come into the industry. The imbalance of gender within the industry is subjective as there are different variables to consider, due to the fact that other companies might have a higher employment rate for female, or the job role itself, as informed by my
Video games have completely changed childhoods of many children across the globe. A video game involves visual feedback from a TV or computer monitor. Ever since the 1970s, video games have continuously improved by improving the graphics and sound. During the 1970s, there were many arcade games that were not advanced compared to today’s games. By 2016, video games are produced in three-dimensional imaging and are incredibly realistic. For example, Madden 2016 is a football game based on all the athletes in the National Football League. The graphics from Madden 2000 to Madden 2016, have improved drastically due to technology. Therefore, video game creators make billons of dollars by selling them to individuals across the world. However, there
From the history of being obedient to the rules of society, women have changed their present completely by almost taking half the work force in the industry, making the world move in their direction (58). But still, men get more promotions and are paid more and we look up, to the management chart of a work place, it's hard to find the female staff at the upper levels. Many observers came up with different observation for this which is true to some extent but what is more accurate is women’s drastic lack of confidence (58).
The gender diversity is a serious problem in most STEM (Science, Technology, Engineering and Mathematics) industry. In our company, iNova, there is a serious lack of gender diversity that we only have 24 percent female in the workplace.
Thought the years, one industry has grown. Even through the hardest times, the video game industry has flourished. As one of the largest video game companies in the world, Square Enix CO., LTD has produced over one hundred games in the early 1980's. When the gaming industry first began, its livelihood was questionable. Square Enix CO., LTD has answered that question with undeniable success. While it began as two separate companies, Square Enix has grown and rightfully taken its place as a leader in the video game market.
The value of women in the workplace is being threatened as they don’t receive the same level of opportunities as their male
When people are talking about CEO’s, Presidents or any other person in a high position, who comes to mind? For most people, the person that comes to mind is a white male. Even in one of the most progressive and modern countries in the world males are associated with positions of power. Gender inequality refers to the unequal treatment or perceptions of individuals based on their gender. Although we have made abundant steps in narrowing gender inequality, patriarchy still continues in society and thus women today have yet to gain the same opportunities in the workplace. Even with acts such as the Equal Pay Act that passed 35 years ago, today, half of the workforce is consists of women, but the average workingwoman earns only 80.9% of what the workingman makes. There is also a lack of promotion in high positions for qualified women in the work force. These are just a few of the work place inequalities that females are faced with. Even with the many steps taken to ensure equality in the work field, the gender discrimination continues to exist.
Video games have quickly risen to a sprawling media since their first conception nearly fifty years ago. As they grew, video games have become an incredible new medium for art and design. However, video game developers, especially large ones, have collected several core problems that misconceive the potential of games. Further, this problem represses this potential by suffocating this potential artistry merit with meaningless traditions and poor business practices. These observations have led to the assertion that video games as a media are ineffective as an art form compared to other art mediums due to several problems stemming from the structure and values of the video game industry.
Cheshire, Tom. “Career Gamers: Inside the World of Modern Professional Gaming.” Wired Magazine 6.11 (2011): 36-42. Academic Search Complete. Web. 13 April 2014.
Gender Diversity has been considered a key issue in the Corporate Governance and the details about how the organizations have worked on improving the women’s representation in the Boardroom composition has also been discussed. Several examples have been given about the board room composition of various companies and the number of female professionals in it.
The Importance of Creative and Cultural Industries in Britain Today The creative and cultural industries play a huge part in the everyday life of British society. In London, there is a variety of creative industries ranging from musical theatre in the west end, to mime artists working on the streets. There is dance, plays and much more for an audience to choose. This can be considered important, as these industries bring society together, and create a means of entertainment for the people of Britain today. The Arts Council of Great Britain was founded in 1946, one of the first national organisations of its kind in the world (Hill, O’Sullivan & O’Sullivan, 1995).
The technological aspect of digital art often leads to questioning of whether or not it can be considered art. Digital art has been accepted and embraced by the commercial and entertainment industries for many years, but is finding it much harder to become part of the fine arts community. Digital art has many hurdles to overcome before it will be fully accepted by the mainstream tradit...
In the present time, video games make up a large part of many country’s cultures. Since the first video games produced on room-sized computers back in 19471, just what kind of things caused video games to evolve into the enormous industry of the 21st century? The advancement in video games can be largely attributed to improvements in technology, precedents set by certain integral video game companies, but was also set back by a crash in the market in 1983.
Gender bias has a long history and continues to occur in the workplace today. Research indicates that women remain significantly disadvantaged and mistreated compared to men in the workforce. How do the disparities of hiring, promotion, and salaries affect women in the workplace?
Blizzard Entertainment is an American game developer and publisher. The company was established in 1991 under the name Silicone & Synapse, by three friends Allen Adham, Michael Morhaime and Frank Pearce, who shared love for gaming. First publishing of the company included creating entertainment software for variety of platforms like MS-DOS, Macintosh, Sega Genesis, and Super NES.
It can be concluded that women are treated in terms of stereotyped impressions of being the lowest class and greater evidence can be found that there are large disparities between the women and the men 's class. It can be seen that women are more likely to play casual roles as they are most likely to take seasonal and part time work so that they can work according to their needs. They are hampered from progressing upward into the organizations as they face problems like lack of health insurance, sexual harassments, lower wage rates, gender biases and attitudes of negative behavior. However, this wouldn’t have hampered the participation of the women in the work force and they continue to increase their efforts which is highly evident in the occupational and job ratios of females in the industry.