•Digitally
convergent media:
Video games consoles are an excellent example of a digitally convergent device,
you can not only play games but access social media, surf the internet, stream
films and TV content and upload content into cloud based servers. Cross-media
content helps maximise
profits and also improve reach to new customers.
•Production:
This
refers to all phases of designing, developing and making the media product;.
•Distribution:
This
refers to all processes linked to delivering the media product to audiences
both through tangible (disc) and digital (Cloud based) media.
•Consumption:
Explores
the way in which the media text is used by audiences for pleasure but also
explores the rise of user generated content across several platforms.
The success of the games market.
–The
UK’s US$4 billion;
–China,
US$24.4 billion
–America’s
US$23.6 billion.
•A recent
report by the UKIE1 suggests that the global games market is
now worth in excess of US$100 billion.
•Minecraft is
the second most successful video game of all time behind Tetris.
•It
was created and designed by Markus Persson,
a game programmer, who also developed and published the game through his
company Mojang. A
full version of the game went on release in November 2011.
•To
date, well over 121 million copies have been sold across all platforms,
including over 27 million PC copies, making it the biggest selling PC game of
all time.
Minecraft partnered up with lego to release toys. The lego blocks were inspired by minecraft and this is an example on convergence. It benefits both companies as the two products are quite similar therefore it will impact both audiences positively.
Minecraft is used in education because is it interactive and fun. Lets children be more comfortable and creative. Used within STEM subjects as well as arts as you can learn to code and design. You can collaborate with others.
Multiplatform and cross platform
Game Genres
Action
Arcade
Adventure
RPG
Fighting
Racing
•Why
Microsoft purchased – Minecraft for
2.5£Bn?
–Given
the nature of the parent company and
the loyal fan base of PC gamers, it was in
the
company’s interest to invest US$2.5 billion to
purchase Mojang for
long term revenue.
–Microsoft
have since developed the product
using more complex coding C++
–This
has enabled multi platform access
(mentioned previously)
–They
have launched newer more traditional
programs such as Minecraft
Story mode
–Minecraft
in November 2014 of that year, plans to work on
a virtual reality version of Minecraft in
Partnership with Oculus
•Minecrafts
commercial success
–Budgets
for games vary and Minecraft is a
good example of a game that was made and developed
using readily available open
source software within the
gaming community; creating the original Minecraft
using
Java gave it the advantage of being cross-platform: it will
run on
Windows, Mac OS X, and Linux.
–other
mainstream games that require entire teams of
programmers, artists and
engineers to make video games
that have budgets equal or exceeding that of
mainstream
films. AN example of this
includes CALL OF DUTY
COD MW2 cost $250 million to make and made
$310 million in its first day. Now on $1 billion+
•Minecraft’s not
for profit funding of projects
–Minecraft has
also been linked to non-profit projects such
as the UNs Block by Block project,
which encourages
communities around the world to redesign their
neighbourhoods
using Minecraft.
–An educational
version has also been developed,
MinecraftEdu
(2012), which has several applications to help
teach subject and develop a
culture of computer
programming amongst digital natives.
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