Game Design Creative Industry: An Overview of the Porto Digital Project in Brazil

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Game Design Creative Industry: An Overview of the Porto Digital Project in Brazil Carla Patricia Teixeira1, Breno José Carvalho1,2, Anthony José Cunha Lins1, Christianne Falcao2(&), Caroline Akemi Souza1, and Caio Vinicius Monteiro1 1

Center of Social Sciences, Catholic University of Pernambuco, Recife, Brazil Carla.teixeira3@gmail.com, breno25@gmail.com, thonylins@gmail.com, kiyotakemi@gmail.com, caiovdm@msn.com 2 Postgraduate in Creative Industries, Catholic University of Pernambuco, Recife, Brazil christiannefalcao.arq@gmail.com

Abstract. The report completed in 2014 shows the Mapping of Digital Games Industry in Brazil, and was made by the Group of Studies and Development of the Creative Industry (GEDIGames). This project demonstrated the significant growth of the game sector in the country, pointing to the existence of 133 companies, and highlighting Pernambuco state as the higher growth in the Brazil Northeast region, counting 10 companies that currently develop games. This is probably due to the existence of the Porto Digital, which corresponds to a technological pool that aggregates several companies that develop new technologies. This paper aims to present the impact mapping of the Porto Digital Project on the development of the gaming industry in Pernambuco state, based on the companies installed in the technology park, observing how the development of the area was established by recovering its history and potential as a member of the creative industry in Brazil. A field research study was carried out to better understand the creative industry paths in Pernambuco, building a broad panel on the game industry. As a contribution, the research provided information for the development of tools that allowed professional improvement of those who directly dealt with the digital game design and broadcast content, as well as identifying trends for the next few years in the game industry. Keywords: Digital entrepreneurship

Creative industries Games

1 Introduction The term creative industries emerged in the early 1990s in Australia, developing later in England, and tied to the context of public policies of culture [1]. Currently, refers to productive sectors in which creativity plays a fundamental role [2]. However, the impact of these sectors on economy is recorded. The United Nations Conference on Trade and Development (UNCTAD) characterizes this sector as: “The creative economy is an emerging concept dealing with the interface between creativity, culture, economics and technology in a contemporary world dominated by images, © Springer International Publishing AG 2018 T. Ahram and C. Falcão (eds.), Advances in Human Factors in Wearable Technologies and Game Design, Advances in Intelligent Systems and Computing 608, DOI 10.1007/978-3-319-60639-2_20


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