
Quantum Break
GameBy Remedy Entertainment · Released Apr 2016
Documents about Quantum Break
Article
Control (2019) and Concrete: The Haunting Thingness of Digital Assets
Remedy Entertainment's Control (2019) is read here through cultural-historical, Visual Studies, and new materialist lenses as a game preoccupied with the strangeness of "things."
- The paper reads Remedy Entertainment's 2019 game Control through new materialist and thing-theory frameworks, arguing its Brutalist concrete environments, mundane objects, and sand-based materials stage a haunting encounter with the agency of matter.
- The central claim is that Control entangles players in the deep-time ontology of sand, the historical memory of Brutalism, and the infrastructural power of neoliberal "societies of control," producing an experience that is eerie, weird, and oppressive.
- The author positions the work as a corrective to Game Studies' perceived neglect of visuality and of games' representation of things, which has focused more on hardware and platform substructures.
DiGRAJan 2022
Article
Facts and Figures About Games Industry in Finland
Finland's games industry in 2014–2015 is profiled as a sector best known for mobile dominance, anchored by Rovio (Angry Birds) and Supercell (Clash of Clans).
- Finland's games industry is heavily dominated by the mobile sector, anchored by major companies such as Rovio and Supercell.
- As of 2014, approximately 260 active development studios were operating in Finland.
- The industry is characterized by a high volume of startups, with an estimated 69% of all Finnish studios being less than five years old.
FLEGA – Flemish Games AssociationJul 2015
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