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Molleindustria

Company

3 documents in the library are about Molleindustria, from writers such as DiGRA and Game Discovery Now. Each has a summary and key insights with the page they come from.

Documents
3
newest 21 Jul 2026

Connections

Each row is a game or company named alongside Molleindustria, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Molleindustria

Cover of What 'Long Tail' Should You Expect for Your PC Game in 2026?
Article

What 'Long Tail' Should You Expect for Your PC Game in 2026?

GameDiscoverCo benchmarks how much revenue a Steam game earns after launch, updating a 2021 reader-survey analysis with its own estimates for every Steam title.

  • The median Steam game generates 2.59x its Week 1 unit sales by the end of Year 1 and 3.32x by the end of Year 2.
  • Long-tail revenue performance has declined by approximately 20% since 2021, with Year 1 revenue now representing 2.46x of Week 1 revenue compared to 3.05x in previous years.
  • Games that sell 100,000+ units in their first week achieve a significantly higher median long-tail multiplier of 4.64x by Year 1, whereas games selling between 1,000 and 10,000 units in Week 1 only reach a 1.96x multiplier.
Game Discovery NowJul 2026
Cover of Democratizing Interactive Filmmaking: A No-Code Solution for Arts Students
Whitepaper3 pages

Democratizing Interactive Filmmaking: A No-Code Solution for Arts Students

This paper, by Conor McKeown of the University of Stirling, addresses a practical barrier in teaching interactive filmmaking: the scarcity of free, accessible software that lets arts students build branching film experiences without programming skills.

  • Arts students learning interactive filmmaking face a shortage of free, accessible authoring tools, forcing them to learn intermediate coding, use workarounds, or pay for costly software, a problem worsened by tight university budgets and coding anxiety among arts and humanities students.
  • The paper proposes TwineForge, a modified version of the open-source Twine storytelling tool with a largely drag-and-drop interface for uploading video, adding choices, setting variables, previewing, and viewing a story map, with output exported as code or compiled into a playable Twine story via Tweego.
  • The revival of interactive and full-motion-video (FMV) films and games has been hampered by the disappearance of dedicated authoring tools and by remaining platforms shifting to costly enterprise or subscription models.
DiGRAJun 2026
Cover of Computer Games as Social Sculptures: Toward a Reevaluation of the Social Potential of Games and Play
Article

Computer Games as Social Sculptures: Toward a Reevaluation of the Social Potential of Games and Play

This essay argues that computer games, both deliberately designed art games and everyday innovative play, can be understood as "social sculptures" in the sense developed by Joseph Beuys in the late 1960s, meaning art that operates within social life and is completed through participation and social transformation.

  • The essay argues that computer games, both deliberate art games and everyday innovative play, can be understood as "social sculptures" in Joseph Beuys's sense: art that operates within social life and is completed through participation and social transformation.
  • The author contends games can move beyond personal entertainment or aesthetic expression to foster collective social discourse and critical engagement, offering a new basis for recognizing their artistic status and social value.
  • The paper critiques Sharp's categorization of game art, artgames, and artists' games as overly designer-centric, locating artistic quality instead in the dialogical interplay between artist and player.
DiGRAJan 2020