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.
2b
Wednesday, 25 April 2007
The dangers of new age gaming!!!

Backward Compatibility
MMO's
Playstations portable compatibility
HP contributing to gaming future
One idea is a curved computer screen that would allow people playing a driving game to see the road to their left and right, and not just straight ahead.
Another prototype is for a handheld device that would let users incorporate real landscapes into their games whilst on the move.
for full article see here
Nintendo Wii

North America - 2,083,880+ as of March 3, 2007
Japan - 2,014,310 as of April 8, 2007
Europe - 2,000,000 as of April 10, 2007
Australia/New Zealand-80,000 / 6,000 as of March 31st, 2007
Friday, 20 April 2007
The Pro's and con's of video gaming
Pros
- Scientists have shown that hardcore gamers score better on visual tests.
- General reactions improve
- Strategic games help improve logical thinking abilities and problem solving skills.
- Educational games improve learning, and decision making.
- Some games allow gamers to be able to analyse and find information more quickly without straining.
- Gamers develope stronger thumb muscles.
Cons
- Some gamers develope back problems from sitting in one position for too long.
- Eyes strains have been found to be common.
- Specialists have confirmed that children who spend too much time playing computer games not only are easily susceptible to long terms problems like bad posture and RSI (repetitive strain injury).
- Spending many hours in front of the monitor and not going out enough could also cause social problems thus resulting in them becoming shy and introvert.
Thursday, 19 April 2007
Reply to Keith Stuarts article on the Wii
I agree and disagree with Keith in a way, the Wii has bred a new wave of family gamers, the simple control style and the prospect of watching the game character mimic your movements excites a large audience. However from personal experience, the Wii has its violent bits as well as its family based games such as Wii sports and Wario Moves. Red Steel can have you making a defeated enemy kneel at your feet while you carve him up. The godfather game relies on the player physically "shaking" the enemy on screen and beating them to a pulp. Call of Duty 3 makes full use of the controls by making you sweat as you wrestle with a German holding a knife to your throat, then turning it back onto him, and you can watch the horror on his face as the knife starts slowly sinking into his neck, at your own doing. So no Keith, the Wii isn't all Universal rated family games, it just targets a much larger audience than the other two, with the exception of dreary film based games like Ice age, Over the Hedge and Happy feet, which all follow the same plot, game structure and so on. Also probably the most violent game of all time, Manhunt, will be making a second game, Manhunt 2 which will be on which platform? You guessed it, The Wii, so I think Keith Stuart has targeted a very small part of Nintendo's audience for the Wii.
In depth look at Microsofts Xbox 360

Comparison of the 3 main platforms
Sony Playstation 3
Launches: This month [March 2007] in Europe, earlier in US and Japan.
It does: State-of-the-art games consoles with the potential for photo-realistic graphics. Plays high-definition Blu-ray discs, some original PlayStation and PS2 games, DVDs and super audio CDs. Owners get free online gaming and web surfing access.
Has sold: 1.65 million
How much: £425
The PS3 represents a huge gamble by Sony, they make a loss on every console they sell and made a loss of over half a billion pounds for the delay. PS3 offers the latest in photo-realistic graphics and stunning attention to detail. This is achieved by the Blu-ray DVD player which is hoped to be aimed at film lovers aswell, maximising on the recent HD technology.
I own one and it's intense!
Microsoft Xbox 360
Launched: December 2005
It does: Plays high-definition 360 and standard Xbox titles, as well as DVDs and CDs, and can connect to the internet for global tournaments.
Has sold: 10.4 million
How much: £279
Much like it's first model, the Xbox 360 is just a step up in graphics and gameplay. Its big competitive advantage is it's signature games such as Halo.
Nintendo Wii
Launched: December 2006
It does: Less powerful than its rivals, but a 'motion-sensitive controller' has been worked into every game, so playing tennis or conducting an orchestra by waving the wand is a little like the real thing. Plays discs made for the Wii's predecessor, the GameCube.
Has sold: 4.62 million
How much: £180
The main selling point for the Wii is the motion sensor control system, the graphics are less powerful thank the other two but the controllers really bring the gamer into the game more, a key point in the institutional context. Interestingly, in Feb 07, in america, it outsold both its rivals by a margin of 107,000.
As a final note, I own one and it's just awesome!
Thursday, 29 March 2007
Five areas of study
1. Technology
What is my chosen technology, who is it marketed to? What has this technology allowed audiences and institutions to do that previously they could not do? Is the media new or old? What company is making the changes, and for what price?
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.Institutions
Institutions have a primary target to increase profit, but how are media institutions converging media interests to maximise profit? How do they create marketing campaigns to launch their new products? Do they listen to audience demands or do they have to educate their users?
3. Audience
What are audiences doing with their new media technologies? How are traditional experiences of the media changing? What are audiences not doing so that they can spend more time interacting with new media technologies? What advantages are there for the consumer? You will carry out audience research, asking opinions and investigating consumption patterns.
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.
4. Issues
Does new media technologies encourage illegal activity (i.e. Limewire) or increased spending, or harm children? Will people lose jobs, affecting the labour market throughout the world? Are new media technologies creating any moral panics?
5. The Future
If the technology is extended, what could happen? How could media practices be different in future, based on the potential of current technologies?
Tuesday, 27 March 2007
Googlezon, the downfall of media
The short video in the link above shows a possible representation of the media if the hype continues about blogging on the internet and user created news.
The film suggests that the creation of Amazon, the extremely popular online store created in 1991 is at the very roots to this sensation. The automated response to what you buy and the suggestions that it gives you for new products starts the individually based responses in computers. Then in 1998 google comes along as the worlds biggest search engine that can link anyone to te site they are looking for in a matter of seconds.
When blogger was set up, many people rushed to post everything about their lives for everyone else to see, their interests, hobbies etc.
It suggests that Google and Amazon will combine into a company called "googlezon" that will practically destroy traditional media in an attempt to combat the monopoly power of Microsoft. With users posting up to date news about anything on Blogger (bought by Google), it creates a very mediated news coverage, with everyones political, moral and social bias shining through in their blog posts. In an effort to fight Googlezon, Microsoft makes "newsbotster" to introduce competition to google news. Googlezon news can email selective news straight to the user depending upon their interests, what they want to know about, and advertise products to them on a purely individual basis using Amazons suggestion alger rhythm which helps capatalism and consumerism survive. Eventually when Epic arrives, all democratisation of media is lost, as there is no choice between different stories, papers etc, where today we have many different newspapers with different political allegiances, (i.e. Gordon Browns latest budget hailed by the Sun but slated by the Mail) there will be none of that.
The New York Times made one final stand against Googlezon, sueing them for copyright violations, taking the case to the supreme court. However Googlezon would be found in favour. Shortly after, The New York Times would be taken offline, providing a print only service to the elite and the elderly.
This film adresses these issues related to new media technologies:
1. "E news" - is it economically sound, let alone ethical to allow a computer to dictate the news to us, will they miss out important moral issues within the story. The delivered product is by an automated system, how reliable is this? Can we be left in the dark if there are for instance power cuts or server break-downs?
2. Copyright Laws - Where does the law apply? No longer is it a case of black and white, but a murky area of grey where large monopolies can bully the smaller firms. Will there even be any laws concerning the use of other peoples materials, and who will they stand for?
3. Privacy - With the automated response system, analysing your hobbies, interests and so forth, even sites and web pages you have previously visited, do we really want to be looking over our shoulders everytime we visit a site? It aboloshes the traditional view that what happens in ones home is their own business.