Digital Gaming and the Media Playground Chapter 3.

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Presentation transcript:

Digital Gaming and the Media Playground Chapter 3

Online Image Library Go to to access the Media & Culture, 9th Edition Online Image Library. The library contains all your favorite images from Media & Culture, 9th edition!

World of Warcraft 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 Video Games as a Form of Story

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  Xbox and Kinect Sony  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