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Neva

Game

2 documents in the library are about Neva, from writers such as DiGRA and Direcció General d’Innovació i Cultura Digital. Each has a summary and key insights with the page they come from.

Documents
2
newest 1 Jul 2025

Connections

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

Documents about Neva

Cover of Llibre Blanc de la Indústria Catalana del Videojoc 2024
Report35 pages

Llibre Blanc de la Indústria Catalana del Videojoc 2024

El Llibre Blanc 2024 ofereix una radiografia de la indústria catalana del videojoc i sosté que, malgrat la correcció postpandèmia global, el sector va continuar creixent el 2023.

  • The Catalan video game industry generated €756 million in 2023, representing 53% of Spain's total revenue and a 6.6% increase from 2022. It employed 5,174 professionals, accounting for 50% of the national total.
  • The industry is projected to reach €893 million by 2027, with an estimated compound annual growth rate (CAGR) of 4.3% for 2023-2027, despite an anticipated stagnation in 2024.
  • In 2024, there were 262 video game studios in Catalonia, with 161 formally constituted as companies, a 10% increase from the previous year.
Direcció General d’Innovació i Cultura DigitalJul 2025
Cover of Encounters with the Self as the Other: Empathy in the Games of Nomada Studio
Whitepaper5 pages

Encounters with the Self as the Other: Empathy in the Games of Nomada Studio

This paper argues that discussions of empathy in videogames should move beyond the traditional other-oriented model toward self-empathy, a process in which players turn empathic attention inward.

  • The paper argues that discussions of empathy in games should shift from the traditional other-oriented model toward self-empathy, in which players direct empathic attention inward onto their own experiences.
  • Using Nomada Studio's GRIS (2018) and Neva (2024), both wordless narratives centered on grief and loss, the author contends that evocative visuals, sound, and mechanics invite players to project their own lives onto the gameworld rather than inhabit a fully defined character.
  • The methodology is an exploratory qualitative analysis of selected Steam reviews, not a systematic or statistical sample, coded into categories including color and visuals, sound and score, and game mechanics and design.
DiGRAJun 2025