Friday, 27 April 2007
The raging debate on parent censorship in gaming
how is the gaming industry finding new ways of making money out of the audience?
- Online gaming such as "Second Life", as well as free interfaces such as the PS3's "Home" facility, has opened up a whole new world in which money can be made by practically anyone. In "Home", spaces are available for advertising for up-coming new releases of games and movies, through which the institution can make money beause this advertising space will be popular as it will reach its target audience of gamers straight away. A similar advertising service is available in "Second Life", but here there is also another way of making money. People have now begun to actually live their real life jobs through "Second Life". By purchasing houses and shops etc. in game, users are now selling and exchanging property and items for real money, and a comfortable living can be made out of it.
- Institutions are now selling us "home entertainment systems", not just games consoles, so more people will want to buy one. They are effectively aiming to create a machine which will be able to cater for all of the audience's technological needs, and have a number of customers who are currently loyal to their products so they know that they will be able to sell them when they finally develop the technology. They can then seriously jack up the prices of the games on the market because they know that they will sell to the millions of people who have bought this box which can do everything.
- Add-ons for games are becoming more and more popular, especially with the release of the new PS3, which has a Playstation Store in the main menu in which the user can purchase extra levels and chapters for games, extra characters, locations and weapons etc. For the core gamer who has bought the PS3 in the first place, this is the kind of service which they want, and they will buy into it as it will enable them to get the full experience out of the technology.
Limitation to convergence in the gaming industry
Stats
Activision 166% 77%
Atari -13% -27%
Electronic Arts -4% 25%
Microsoft 19% 38%
Midway 522% 71%
Nintendo 38% 5%
Sony -48% -26%
Take-Two 586% 83%
THQ -39% -4%
Source: NDP Data and Piper Jaffrey Estimates
While Take-Two is enjoying the predicted spike from GTA: San Andreas this year, and its ESPN success, it remains unclear whether the publisher can execute a portfolio outside of the GTA franchise. Likewise, Midway's Mortal Kombat bump may be short-lived. Activision, on the other hand, demonstrates a solid rise in title quality and library depth. The small decline at EA sales in October is evidence of the downward pricing pressure from the ESPN challenge, while overall EA remains on a solid growth track. The jury is out on THQ, since many of its major releases are coming in November, but clearly the company has not succeeded in breaking from its reputation as a provider of second-rate licensed property. Spectrum Warrior was a noble try at establishing itself as a AAA publisher that made only a mild ripple
Virtual me
Thursday, 26 April 2007
Case Study
- Write a list of general terms related to NMT.
- Write a list of key terminology related to your chosen technology.
- From your blog, select 10 statements (stats, quotations) that you have found during your research which relate to debates on audiences' changing experiences, institutions response to technology, the future etc. NAME ANY SOURCES
Interactivity – encourages the audience to be less passive and to engage with the media rather than just consuming e.g. red button on Sky. NOTE: non linear experience.
Democratisation – the ability to communicate your opinions and ideas, or share your creative output e.g. blogging.
Personalisation – the ability to offer users a personalised experience e.g. Sky+ allows users to pause live television and record their favourite programmes.
Convergence - The process in which multiple technologies form together to form a new product i.e. VCR/DVD/CD players.
Digitisation - the material, whether picture, text or film can be reproduced by computers digitally in a very long sequence of 0's and 1's. This means the information can be sent digitally through computerised systems, for instance Sky+, and becase the square wave can only be a 0 or a 1, no where in between, there is barely any interference.
Linear/Non Linear - a linear experience is one that starts, goes in a straight line until it finishes e.g. a film at the cinema, you start watching at the start of the film and stop watching at the end of the film. Non linear is different, when someone uses interactive television, they can choose a variety of different extras e.g. alternative voiceover, extra video footage or explanitory text. this will give the viewer a unique experience to that narrative, and is controlled when they hit the red button. This experience then can be described as non linear.
2. MMORP - Mass multiplayer online role playing game.