Creating video games is a complex process that can be tracked in stages, requiring compliance with platform-specific requirements, content, visual elements, characters, and the existence of ...interaction among them. In this context, there is increasing talk about gamification to strengthen user engagement, motivation, and communication. The popularity of video games as a broader social phenomenon sparks divided public opinions, and media reporting has a significant impact on it. Framing a particular topic in a negative or positive tone contributes to the perception of events, individuals, or processes as threats or opportunities, potentially leading to calls for increased regulation. This paper aims to analyze media coverage of video games and to investigate how it affects public opinion and understanding of the game industry, using a combined methodology. Analysis of the content of media coverage on selected foreign and Croatian online portals that deal with technology, as well as Croatian newspaper portals that have special gaming sections, showed a difference in the approach to reporting. Foreign media portals have shown exceptional commitment to collecting information about upcoming games and monitoring economic, industry changes, and player opinions, while domestic ones are focused on innovations within the Croatian gaming scene. The emphasis is on promoting and showcasing local talent and progress in the country's gaming industry. At the same time, the results of the survey showed that the majority of participants are familiar with the gaming industry and actively participate in it. Furthermore, although they follow media reports and reviews about video games, it still does not significantly influence their decision to purchase a video game. Finally, most participants feel that politics and social agendas are not desirable in video games.
Novinarstvo u javnom interesu priručnik je nastao u sklopu projekta Pružanje tehničke usluge edukacija nakladnika na temu ostvarivanja prava građana na javno informiranje u Republici Hrvatskoj ...suradnjom Agencije za elektroničke medije i agencije Panda komunikacije. Riječ je o dvodnevnim radionicama održanim u Zagrebu te u većim hrvatskim gradovima (Split, Osijek, Rijeka) na kojima je sudjelovalo 99 novinara i urednika iz više od 60 medijskih kuća (usp. 2018, 7), istaknuto je u predgovoru priručnika strukturiranog u deset poglavlja.
Esport je grana industrije zabave koja je u eksponencijalnom rastu te svake godine privlači sve više igrača, fanova i pratitelja. Esport podrazumijeva natjecanje u igranju video igara. Cilj ovog rada ...je analizirati nužnost i značaj komunikacije u svijetu igrača video igri s obzirom na to da se u ljudskoj svakodnevnici komunikacijske vještine nameću kao najznačajnija kategorija vještina koja dijeli uspješne od neuspješnih. O komunikaciji u timu uvelike može ovisiti sam ishod igre zbog čega je važno da su igrači svjesni načela i elemenata komunikacije, ali i značaja potrebe za jednom osobom u timu koja će, između ostaloga, biti idealan posrednik informacija, odnosno vješti komunikator. Rezultati istraživanja provedenog pomoću online anketnog obrasca u razdoblju od 10. do 17. rujna 2021. godine, na uzorku od 126 igrača igre League of Legends: Summoner's Rift čije se prebivalište nalazi na teritoriju Republike Hrvatske, pokazali su kako je većina ispitanika svjesna značaja komunikacije za vrijeme igre, odnosno da je komunikacija vrlo važan element koji može direktno utjecati na ishod igre.
Esport is a branch of the entertainment industry that is growing exponentially and attracts more and more players, fans and followers every year. Esport implies competition in playing video games. The aim of this paper is to analyze the necessity and importance of communication in the world of video game players, given that in human everyday life communication skills are imposed as the most important category of skills that separates the successful from the unsuccessful. The outcome of the game can largely depend on the communication in the team, which is why it is important that players are aware of the principles and elements of communication, but also of the importance of the need for one person in the team who will be an ideal mediator, that is a skillful communicator. The results of a survey conducted using an online survey form in the period from September 10 to September 17, 2021, on a sample of 126 players of the game League of Legends: Summoner's Rift whose residence is located in the Republic of Croatia, showed that most respondents are aware of the importance of communication during the game or of the fact that communication is a very important element that can directly affect the outcome of the game.
The basic purpose of this paper is to describe information as the most valuable currency of postmodern times onwards. Starting from the ground up, the media of mass delivery of information are ...systematically described and the problems encountered by senders and recipients of media messages are based on examples. The paper carefully defines today’s information tools, their reach to internal and external publics, media pragmatism as a motive for using these tools, but also the general characteristics of the development of global communication. Through a discussion based on secondary data, the paper describes the principles of media communication today and, as an intriguing basis, sets the problem of information dissonance in the mass media. The global socio-economic and political environment in which the media communication process takes place is also described. Special attention is paid to the rapid development of information technology, the progress of which creates a favorable environment for a great step forward in the media evolution, the accelerated use of all available options for the development of media tools and techniques and media communication strategies. Furthermore, the paper analyses the stratification of the categories of recipients of media information with regard to the degree of privilege regarding the ruling political option, geolocation, profession, position in society, and especially according to personal and local standards. From the aspect of the motive for creating a scale of privileges, the goals of mass media owners, politicians and the position of power in general, which achieves its own goals with the help of opinion makers and news placement techniques, are observed. It also analyzes the role of the audience, which has changed in the context of demands and attitudes, posing an additional challenge for media content creators. The paper structures the recipients of information in relation to technological changes that have occurred in the media communication process in relation to fast, specialized and two-way communication of the new public, with special emphasis on constant and up-to-date change of media content providers and communication strategy towards the new public. Ultimately, the work results in a summary of the current state and the development of communication in the future that supports the old allegory that the pen is stronger than the sword.
The basic purpose of this paper is to describe information as the most valuable currency of postmodern times onwards. Starting from the ground up, the media of mass delivery of information are ...systematically described and the problems encountered by senders and recipients of media messages are based on examples. The paper carefully defines today’s information tools, their reach to internal and external publics, media pragmatism as a motive for using these tools, but also the general characteristics of the development of global communication. Through a discussion based on secondary data, the paper describes the principles of media communication today and, as an intriguing basis, sets the problem of information dissonance in the mass media. The global socio-economic and political environment in which the media communication process takes place is also described. Special attention is paid to the rapid development of information technology, the progress of which creates a favorable environment for a great step forward in the media evolution, the accelerated use of all available options for the development of media tools and techniques and media communication strategies. Furthermore, the paper analyses the stratification of the categories of recipients of media information with regard to the degree of privilege regarding the ruling political option, geolocation, profession, position in society, and especially according to personal and local standards. From the aspect of the motive for creating a scale of privileges, the goals of mass media owners, politicians and the position of power in general, which achieves its own goals with the help of opinion makers and news placement techniques, are observed. It also analyzes the role of the audience, which has changed in the context of demands and attitudes, posing an additional challenge for media content creators. The paper structures the recipients of information in relation to technological changes that have occurred in the media communication process in relation to fast, specialized and two-way communication of the new public, with special emphasis on constant and up-to-date change of media content providers and communication strategy towards the new public. Ultimately, the work results in a summary of the current state and the development of communication in the future that supports the old allegory that the pen is stronger than the sword.