
Quantum Break
GameBy Remedy Entertainment · Released Apr 2016
Documents about Quantum Break
Whitepaper17 pages
More Interaction, More Story, More Lore: Motivations Related to Game-Centric Transmedia
This study explores audience motivations for engaging with or avoiding game-centric transmedia, specifically using "Defiance" and "Quantum Break" as case studies.
- Game-centric transmedia audiences are driven primarily by narrative depth, immersion, character connection, and the desire to influence the storyworld, motivations that differ notably from those documented for television drama audiences.
- The study analyzed qualitative survey responses from 89 Defiance (2013) respondents and 65 Quantum Break (2016) respondents, a sample that was predominantly male and based in English-speaking countries.
- Ten categories of motivation to consume were identified, including influencing and exploring the storyworld, storyworld expansion, quality, immersion, and media-related reasons, alongside five avoidance motivations: lack of quality, previous bad experiences, lack of opportunities, lack of interest, and dependency on other media.
DiGRAJan 2019
Report2 pages
The Game Industry of Finland 2015
The Finnish game industry experienced significant growth across all indicators in 2015, with increased turnover, employment, and game publications.
- The Finnish game industry generated 2.4 billion euros in turnover in 2015, marking a 33 percent year-over-year growth that solidified the country as a top-three European hub for game development.
- Exports are the primary economic driver for the sector, accounting for 95 percent of total industry revenue.
- The industry employed 2,700 professionals across 290 active companies, with the majority of talent and operations concentrated in the Helsinki metropolitan area.
Neogames FinlandMar 2016
Companies behind it
As the documents state it.
