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Ch. 14: The Video Game Industry
Transcript of Ch. 14: The Video Game Industry
Hand held Device, Interactive Television, and Mobile Devices.
Hand held games devices= portable machines used primarily for game playing
Interactive television (iTV)= cable, satellite, and telco operators are charging customers beyond basic fees to access playing areas with their remote-control devices.
Here Comes the Internet….
Initial development related to “geek” culture, highly educated computer scientists who wanted to have fun and meet technical challenges.
The rise of internet also impacted the console market, as many gamers realized the internet could be used for gaming purposes.
Contemporary Shape of the Video Game Industry
Video games are extremely popular with a wide segment of population.
In 2011, Atlantic magazine reported that 67 percent, or more than two-thirds, of U.S. households, hold individuals who play video games.
Rise of the Video Game Industry
The Video Game Industry
Video Game Hardware
Hardware = the device or console on which video games are played.
Gaming consoles are optimized for the speed and graphics that many games required.
Convergence has deeply impacted the design and functionality of video games consoles. Whereas early consoles were used solely for game play, today’s models can serve many different functions.
Two separate developments led to the video game industry:
1.) Pinball machines
2.) Entertainment arcade
Video Game Production
Mass media industry think of content in terms of categories or genres.
The approach helps creators understand how to create in that genre; it often helps distributors and exhibitors in sending, marketing, and choosing titles for certain outlets; and it sometimes helps consumers who are thinking about what material they want to watch, play, or hear.
Adventure games are categorized by their focus on exploration and a story rather than on challenges that require the quick use of reflexes.
Casual games are challenges with fairly straightforward rules that make them easy to learn and play. Social games tend to be the casual type.
Sometimes called sim games, simulation games involve player in the creation and cultivation of certain worlds that are designed to be realistic.
Stagey games require careful assessment of a situation and wise action in order to win a competition or war.
Real-time strategy (RTS)
Turn-based strategy (TBS)
Teaching-oriented video games that are designed to have educational outcomes for specific groups of learners.
Advertising Content and Video Games
The growth of casual games and the recognition that video games appeal to a wide demographic has led to increased attention paid to video games by advertisers.
Adver-games are custom-created games that see a video game develop a partnership with an advertiser to create a game that is exclusive to the marketer.
Ads are also embedded in video games.
Distribution and Exhibition
Some cable systems and telcos stream games to computers.
For mobile games, the software is downloaded and it must come directly to the mobile device; some of the payment is shared by the creator with the mobile device.
Brick and mortar world include retailers such as Wal-Mart, Toys “R” US, electronic store such as Best Buy and specialty stores as GameStop cotinue to sell video games to loyal players.
Video game publishers coordinate the production of video games.
They search for products they believe will succeed.
Publishers will also sometimes help finance the games.
Larger publishers will also coordinate the marketing and promotion of their games, while smaller publishers may work with special distribution firms (sometimes meaning larger video game firms) to help get their games to the marketplace
Action games are those that present challengers that emphasize combat or involve attempts to escape being captured or killed.
Producers distributors, and consumers of video games consider sport-related games to constitute a separate category. Some focus on play the sport (the Madden FL series). Other focus on the strategy behind the sport, such as Football Manager
Video Games and Convergence
Much of video game publishing involves deciding when to roll out digital version of software across boundaries created by different systems.
Publishers of popular games generally encourage convergence because they make money from licensing characters, music, plots, and other aspect of their games to companies in other media industries.
Content concerns= unrealistic body images, over-the-top violence, lack of female and minority developers.
Privacy concerns= Social games in particular often track users’ online activities.
Self-regulation concerns= Federal law prohibits certain types of data gathering, although lawmakers have generally agreed with digital marketers that self-regulation is the best way forward.
The Fair Information Practice Principles (FIPP)
* All information/ images derived from Turow, Media Today, 4th & 5th editions
Video games = entertainment products powered by computer chips and displayed on monitors that require users to experience and interact with challenges in a series of tasks.
Computers can also function as gaming devices.
PC gaming has declined due to the rising popularity of consoles.
Massive multiplayer online games (MMOs) have also grown in popularity, thanks largely due to the wide distribution of high-speed internet service.
Concerns about the video game industry center on content, privacy, and self-regulation.