Anthony Grace
Datos Biográficos
| ID | 104560 |
|---|---|
| NOMBRE | Anthony Grace |
| NOMBRES | Anthony |
| APELLIDO | Grace |
| FIRMA | GRACE A |
| AFILIACIONES | University of the Sunshine Coast |
| ORCID | 0000-0001-7899-7646 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 7 |
| TOTAL DE CITAS | 1 |
| TOTAL COMO AUTOR | 7 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2014 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 1 |
Pixels and perspectives
This study compares small video game developers in Australia and Japan to shed light on both industries and advance knowledge of local production contexts. Australia’s national industry is marginal, while Japan is considered a global leader in the video game industry. However, there has been limited research exploring Japan’s smaller video game developers. Semi-structured interviews were conducted with 16 Australian and 12 Japanese developers and…
‘Now they’re going to find us on a map’
Local councils often struggle with how and when to insert novel urban planning ideas into local discourses and effect change from ‘above’. This article examines the pre-suasive communication strategies employed by the Moreton Bay Regional Council (MBRC) to realign the city's planning horizons and branding, and to convince stakeholders that the Moreton Bay Region (MBR) should become a city. Support for the proposed changes was initially uncertain …
Understanding How Marginal National Video Game Industries Differ
This article compares small (19 employees or fewer) video game developers’ commercial and creative mindsets in three marginal video game industries, Australia, New Zealand, and Greece, to understand how these industries differ. Semi-structured interviews were conducted with 62 participants across the three countries and analysed using thematic analysis. Despite all three national industries’ marginal status, there were similarities and clear diff…
Local issues and global challenges
While there is a growing body of literature concerning video game production by smaller developers, there has been little examination of their marketing and business practices. This article presents the first exploration of the marketing skills, knowledge, and practices within the Trans-Tasman video game industry. Data was collected from thirty-three video game developers across Australia and New Zealand utilizing semi-structured interviews and a…
Creating spaces of well-being in academia to mitigate academic burnout
Purpose In contrast to prior studies examining burnout in academic employees, this paper explores how academic employee agency mitigates burnout risks in the context of the coronavirus pandemic (COVID-19) and how this agency facilitates research productivity and influences well-being in the face of changes in learning and teaching practices. Design/methodology/approach The authors use collaborative auto-ethnography (CAE) in the higher education (…
The Homogeneity of Society
This paper explores the impact of franchising on society by debating both the positive and negative aspects of the business model. Research from both Australia and India reveals the role franchising has played on influencing local customs and culture. Emphasis is placed on the homogeneity of society and franchising's role in embracing uniformity over diversity. The theory of McDonaldization provides a framework for understanding some of the negat…
Where Am I and Where Am I Going
Creating spaces of well-being in academia to mitigate academic burnout
Purpose In contrast to prior studies examining burnout in academic employees, this paper explores how academic employee agency mitigates burnout risks in the context of the coronavirus pandemic (COVID-19) and how this agency facilitates research productivity and influences well-being in the face of changes in learning and teaching practices. Design/methodology/approach The authors use collaborative auto-ethnography (CAE) in the higher education (…
Where Am I and Where Am I Going
The Homogeneity of Society
This paper explores the impact of franchising on society by debating both the positive and negative aspects of the business model. Research from both Australia and India reveals the role franchising has played on influencing local customs and culture. Emphasis is placed on the homogeneity of society and franchising's role in embracing uniformity over diversity. The theory of McDonaldization provides a framework for understanding some of the negat…
Creating spaces of well-being in academia to mitigate academic burnout
Purpose In contrast to prior studies examining burnout in academic employees, this paper explores how academic employee agency mitigates burnout risks in the context of the coronavirus pandemic (COVID-19) and how this agency facilitates research productivity and influences well-being in the face of changes in learning and teaching practices. Design/methodology/approach The authors use collaborative auto-ethnography (CAE) in the higher education (…
Local issues and global challenges
While there is a growing body of literature concerning video game production by smaller developers, there has been little examination of their marketing and business practices. This article presents the first exploration of the marketing skills, knowledge, and practices within the Trans-Tasman video game industry. Data was collected from thirty-three video game developers across Australia and New Zealand utilizing semi-structured interviews and a…
Understanding How Marginal National Video Game Industries Differ
This article compares small (19 employees or fewer) video game developers’ commercial and creative mindsets in three marginal video game industries, Australia, New Zealand, and Greece, to understand how these industries differ. Semi-structured interviews were conducted with 62 participants across the three countries and analysed using thematic analysis. Despite all three national industries’ marginal status, there were similarities and clear diff…
Pixels and perspectives
This study compares small video game developers in Australia and Japan to shed light on both industries and advance knowledge of local production contexts. Australia’s national industry is marginal, while Japan is considered a global leader in the video game industry. However, there has been limited research exploring Japan’s smaller video game developers. Semi-structured interviews were conducted with 16 Australian and 12 Japanese developers and…
‘Now they’re going to find us on a map’
Local councils often struggle with how and when to insert novel urban planning ideas into local discourses and effect change from ‘above’. This article examines the pre-suasive communication strategies employed by the Moreton Bay Regional Council (MBRC) to realign the city's planning horizons and branding, and to convince stakeholders that the Moreton Bay Region (MBR) should become a city. Support for the proposed changes was initially uncertain …
Business (3 obras) · Computer Science (3 obras) · Cultural Industries and Urban Development (3 obras) · Digital Games and Media (3 obras) · Video game (3 obras) · Economics (2 obras) · Multimedia (2 obras) · Psychology (2 obras) · Sociology (2 obras) · Thematic analysis (2 obras)