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PL
Przedsiębiorstwa tworzące i wydające gry video (komputerowe, mobilne, konsolowe, przeglądarkowe) przechodzą ewolucję od niewielkich zespołów pozbawionych struktur, do dużych organizacji, gdzie struktury są niezbędne. Wraz z tą transformacją rośnie znaczenie zarządzania kapitałem ludzkim dla skuteczności organizacji, co wymusza zmiany w realizacji funkcji personalnej. W artykule przestawiony jest wynik badań literaturowych, których celem było ustalenie obecnego stanu wiedzy na temat zarządzania kapitałem ludzkim w branży gier video, a także identyfikacja najważniejszych obszarów do dalszych badań. Model kapitału ludzkiego 4K posłużył za ramę teoretyczną do przeprowadzonej analizy. Badanie wykazało, że wszystkie elementy procesu zarządzania kapitałem ludzkim w przedsiębiorstwach z branży gier video są słabo rozwinięte, a niektóre w ogóle nieobecne.
EN
Companies which create and publish video games (computer, mobile, console, or browser games) are undergoing an evolution from small, unstructured teams to large organisations where structures are essential. Along with this transformation, the importance of human capital management for the organisation’s effectiveness is increasing, which is forcing changes in the way the human resources function is performed. The article presents a literature review which goal is to establish the current state of knowledge about human capital management in companies from the video game industry and identify the most important subjects, that should be covered in the future research. 4K model of human capital was adopted as a theoretical framework for the analysis. The research revealed that all parts of the human capital management process in the video game companies are underdeveloped or don’t exist at all.
EN
This research paper aims to provide a picture of women’s participation in various positions in the field of digital games in Slovakia, such as creators of game content, women involved in eSports, the gaming industry, casual gamers as well as women working in the field of digital game education. Based on theoretical knowledge and qualitative in-depth interviews with seven women working in various positions in the gaming industry, the women’s positive and negative work experiences, and the problems and obstacles linked to their gender were identified. The research is specifically focused on the situation of women in the gaming industry in Slovakia. The results show that female gamers and streamers face negative behaviour from their fellow players and viewers which may result in an array of negative consequences. Findings also indicate that the low representation of women in some areas of the gaming industry is a consequence of prevailing gender roles in society. Furthermore, women’s participation in eSports and competitive gaming is limited due to toxic meritocracy, prevailing masculinity and sexism.
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