Chapter 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND

Similar documents
Evolution of Video Games

Legal Offers for Consumers in the Video Games Industry

Video Games. Video Games Market. Video Games Market Growth. by Component (CHF millions) CHF millions

Game Development Fundamentals

Florida 4-H Consumer Choices Study Topics. Student Guide. Video Game Systems. Introduction and Background

Digital games history and genres

Why is the design of a computer game important?

A History of Video Game Consoles

Computer Game Programming Introduction

The Game Development Process. Slides: largely based on Mark Claypool (WPI, USA) course on game development

California State Assembly Committee on Arts, Entertainment, Sports, Tourism and Internet Media

Name(s) Class Date. Q1. In 2009, kids ages 11 to 14 spent the most time with this type of media:

GAME MASTERS: THE GAME Resource Kit

Competitive Strategy in Game Consoles

栄 東 中 学 校 帰 国 生 入 試 英 語 模 擬 問 題

How To Make A Successful Online Game On Runescape

Gredler / Moravska / Wegendt. Case 17. Microsoft X-Box Live!

Chapter 1 Basic Introduction to Computers. Discovering Computers Your Interactive Guide to the Digital World

Human Computer Interaction (User Interfaces) for Games

IMGD The Game Development Process: Fun and Games

Integrating STEM Courses with Game Design. Najib Manea

OCR LEVEL 3 CAMBRIDGE TECHNICAL

Mobile Games in the App World. Mobile Apps in the Game World

Video Game Design (Master) Content Skills Learning Targets Assessment Resources & Technology CEQ:

Computer & Video Game Genres. CSCI 130 Computer Game Design Prof. Jason Fritts

Parental controls on Xbox 360, Xbox One, Nintendo Wii, PlayStation 3 and PlayStation 4

PEW INTERNET PROJECT DATA MEMO

The Australian ONLINE CONSUMER LANDSCAPE

Sample of Online Questionnaire. Have you viewed the gameplay/graphics of the strongest content/element that is in the game? Yes/No

VIDEOGAMES IN EUROPE:

GAME:IT. Designing Good Games

Nintendo Wii. Marketing Plan for Marketing Management. Brian Moats 2/13/2008

The role of Digital Rights Management in content delivery Summary Introduction Background Increasing role of DRM in media and entertainment

not think the same. So, the consumer, at the end, is the one that decides if a game is fun or not. Whether a game is a good game.

Building Brand Association through In-Game Advertising

Computer Games and Virtual Worlds: New Modalities of Rehabilitation and Therapy

Game-Related Sites to Bookmark

UNITED STATES OF AMERICA BEFORE THE FEDERAL TRADE COMMISSION. Julie Brill Maureen K. Ohlhausen Joshua D. Wright Terrell McSweeny COMPLAINT

OCR LEVEL 3 CAMBRIDGE TECHNICAL

cardscodes PRICE_LIST_MSG_ PRICE_LIST_MSG_2

THE AMD MISSION 2 AN INTRODUCTION TO AMD NOVEMBER 2014

October Essential. Market data and consumption: France

Video GAMERS. Game Advertising & Measurement Evaluation Research Syndication. Prepared by:

Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry:

VIDEOGAMES IN EUROPE:

GUIDE Analyze This. A Social Marketer s Guide to Competitive Intelligence

120 million. $17 billion. $140 average. Used smartphones: the $17 billion market you may never have heard of. Why would you sell a smartphone?

The State of the Video Gamer. PC Game and Video Game Console Usage Fourth Quarter 2008

SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS

VIDEOGAMES IN EUROPE:

Marketing Plan: Sony Playstation 3 Brian Moats

Fundamentals of Sports Game Design. Ernest Adams Founder of the IGDA

Tutorial: Traffic of Online Games

SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY. [ iii ]

SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY

Computer Game and Animation Past, Present, and Future

Game Development Outsourcing

U.S. GAMING, A 360 O VIEW HOW WE PLAY, BUY AND INTERACT WITH GAMES IN THE U.S.

Determining Your MAC Address in Windows XP

Sales, Demographic, and Usage Data. Essential. About the Computer and Video Game Industry. [ i ]

Georgia Institute of Technology ASE 6003: Modeling & Simulation for Systems Engineering

The Turning Tide: Independent Game Sales in Mike Rose tinybuild

Cut The TV Cable. Paul Glattstein

How People Use Audio and Sports Radio

SALES, DEMOGRAPHICS AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY

VIDEOGAMES IN EUROPE:

VIDEOGAMES IN EUROPE:

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT

CONSUMER CONNECTIONS IN A CONVERGING WORLD OF SCREENS

THE OPPORTUNITIES & CHALLENGES OF MOBILE LEARNING

APP GUIDE 10 TIPS TO BUILD PROFITABLE MOBILE GAMES. The Complete Guide To Building Profitable Mobile Games in 2014

CUTTING THE CORD: NOTES FOR PRESENTATION

Marketing Mobile Applications Analysis & Theory. Exploratory Research by Alex Mendelson

Mobile Web Watch Mobile Internet spawning new growth opportunities in the convergence era

Cathy Arvantides Marcellus High School Marla Berlin Mexico High School

Art-list License Agreement

SIZING UP OPPORTUNITIES

Game-Making Software. Created by. in support of

The Ford Developer Program provides a software development kit, technical support from Ford engineers and a developer community

Activision Blizzard, Inc.

Transcription:

Chapter 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND

World of Warcraft Video Games as a Form of Story Ushered in the era of the completely immersive online game Featured a beginner s guide that read like the narrative of an epic novel Expansions added settings, characters, and play features. Offers players the ability to create their own narratives

THE DEVELOPMENT OF DIGITAL GAMING Industrial Revolution Promoted mass consumption Emergence of leisure time Digital games Evolved from their simplest forms in the arcade into four major formats: television, handheld devices, computers, and the Internet

MECHANICAL GAMING Coin-operated counter machines First appeared in train depots, hotel lobbies, bars, and restaurants Penny arcade Helped shape future media technology Automated phonographs jukebox Kinetoscope movies Bagatelle pinball machine

THE FIRST VIDEO GAMES Cathode Ray Tube Amusement Device Key component of the first video games: the cathode ray tube (CRT) Odyssey First home television game Modern arcades Gathered multiple coin-operated games together

THE FIRST VIDEO GAMES (CONT.) Atari Created Pong Kept score on the screen Made blip noises when the ball hit the paddles or bounced off the sides of the court First video game popular in arcades Home version was marketed through an exclusive deal with Sears.

ARCADES AND CLASSIC GAMES Late 1970s and early 1980s Games like Asteroids, Pac-Man, and Donkey Kong were popular in arcades and bars. Signaled electronic gaming s potential as a social medium Gaming included the use of joysticks and buttons. Pac-Man featured the first avatar.

CONSOLES AND ADVANCING GRAPHICS Consoles Devices specifically used to play video games The higher the bit rating, the more sophisticated the graphics Early consoles Atari 2600 (1977) Nintendo Entertainment System (1983) Sega Genesis (1989)

CONSOLES AND ADVANCING GRAPHICS (CONT.) Major home console makers Nintendo Wii Microsoft Sony Xbox and Kinect Playstation series Not every popular game is available on all three platforms.

GAMING ON HOME COMPUTERS Advantages over early consoles Greater versatility Faster processing speeds Better graphics Resurgence in PC gaming Free-to-play games Subscription games Social media games

THE INTERNET TRANSFORMS GAMING Online connections are now a normal part of console games. Made live online multiplayer play possible Enabled the spread of video games to converged devices Paved the way for social gaming, virtual worlds, and massively multiplayer online games

MMORPGS, VIRTUAL WORLDS, AND SOCIAL GAMING Massively multiplayer online role-playing games (MMORPGs) Set in virtual worlds Large groups of players Online fantasy sports games Actual sports results determine scores in their online games. Popular in social networking sites

CONVERGENCE: FROM CONSOLES TO MOBILE GAMING Consoles become entertainment centers Multiple forms of media converging in a single device Portable players and mobile gaming Portable devices are facing competition from smartphones and touchscreen tablets

VIDEO GAME GENRES Electronic Software Association organizes games by gameplay. Action games and shooter games Adventure games Role-playing games Strategy and simulation games Casual games Sports, music, and dance games

FIGURE 3.1: TOP VIDEO GAME GENRES BY UNITS SOLD, 2011

COMMUNITIES OF PLAY: INSIDE THE GAME Two basic types of groups PUGs (Pick-Up Groups) Elite players Noobs Ninjas Trolls Guilds or clans Players communicate through voice and text.

COMMUNITIES OF PLAY: OUTSIDE THE GAME Collective intelligence Gamers sharing their knowledge and ideas Modding Game sites GameSpot.com, Penny-arcade.com Conventions Penny Arcade Expo (PAX), Blizzcon, and the Tokyo Game Show

ELECTRONIC GAMING AND MEDIA CULTURE Fantasy league sports have spawned a number of draft specials on ESPN and a regular podcast on ESPN radio. Electronic games have inspired movies, and video game spin-offs are common for blockbusters. Comic books and animation have also inspired video games.

ELECTRONIC GAMING AND ADVERTISING Advergames Video games created for purely promotional purposes In-game advertisements Ads integrated as billboards, logos, storefronts, etc., within games Some can be altered remotely so they can be tailored to players based on numerous factors.

ADDICTION AND OTHER CONCERNS Addiction Associated with an increased incidence of depression, social phobias, and increased anxiety More likely to affect males Games are often addictive by design, with elaborative achievement systems.

ADDICTION AND OTHER CONCERNS (CONT.) Violence Most games involving combat are intentionally violent. Concern over personality traits of certain types of players Misogyny Games such as Grand Theft Auto 3 May be due to the male insularity of the game development industry

REGULATING GAMING Death Race (1976) First public outcry over violence in electronic gaming Entertainment Software Rating Board (ESRB) Labels games based on sexual and violent content Categories: EC, E, E 10+, T, M 17+, and AO

THE FUTURE OF GAMING AND INTERACTIVE ENVIRONMENTS Gaming technology will become more immersive and portable. Gamification Embedding of interactive game experiences to bring competition and rewards to workforce training, classrooms, social causes, and everyday business processes

THE OWNERSHIP AND ORGANIZATION OF DIGITAL GAMING Console makers Major players are Nintendo, Sony, and Microsoft. Game publishers Console makers (in some cases) More often independent companies Activision Blizzard and Electronic Arts New major publishers include Zynga and Rovio

THE STRUCTURE OF DIGITAL GAME PUBLISHING Development Designing, coding, scoring, and testing a game Licensing Royalties to console manufacturers Intellectual properties Marketing Often exceeds development costs

FIGURE 3.2: WHERE THE MONEY GOES ON A $60 VIDEO GAME

SELLING DIGITAL GAMES Pay models Boxed game/retail model Subscription model Free-to-play Video game stores Department stores GameStop

SELLING DIGITAL GAMES (CONT.) Digital distribution Each major console has its own digital store. Digital download sites Steam GameStop Origin GameFly Mobile devices Apple s App Store and Google Play

ALTERNATIVE VOICES Mobile gaming has provided an entry point for independent game developers. Cost of entry has decreased substantially. Time and money are still needed. Kickstarter Gameifesto

DIGITAL GAMING, FREE SPEECH, AND DEMOCRACY ESRB ratings do not have the force of law. California tried to legally prohibit the sale of M-rated games to minors. Supreme Court granted electronic games First Amendment free speech protections. Will not make the rating system go away