Computerized Entertainment and Classification

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Presentation transcript:

Computerized Entertainment and Classification Chapter 2 Computerized Entertainment and Classification

Objectives Describe different gaming genres. Define video game terms related to various gaming genres. Discuss the history of radio, movies, television, art, and theatre. Classify different computerized entertainment media. Categorize different games and toys into appropriate genre and themes.

Objectives (Continued) Describe the life cycle of media from experimental to mainstream. Discuss the use and importance of genre classification in game marketing. Identify the unique selling points of various games. Explain the importance of target marketing as related to the total marketing effort.

Audio/Visual Effects Three main categories of computer software entertainment are Audio/visual effects Video games Digital toys Audio/visual effects are any entertainment that can be seen or heard When referring to this category of products, most people would refer to them as simply “media”

Audio/Visual Effects (Continued) Everyone would agree these are all audio/visual effects or media: art, theater, radio, movies, and television History would call each item experimental and mainstream, depending on the time frame In ancient times, art was the mainstream media Paintings, sculptures, architecture, songs, and frescos were produced for the enjoyment and entertainment of the people

Audio/Visual Effects (Continued) A big step in experimental media came with the invention of the motion picture Today, these are called movies, whether delivered on film, video, or DVD Radio began as experimental media created by individuals who wanted to talk to each other over distances Early radio broadcasts included scheduled shows and programming

Audio/Visual Effects (Continued) Next up was experimental media that broadcast both sound and images The television began to show up in homes in the late 1940s Broadcasting was limited to one or two programs per day As television stations began to provide more programming, radio stations switched from theatrical programming to music formats

Audio/Visual Effects (Continued) In the present day, television is still mainstream, but several other important media have been developed There has also been a move from audio/ visual effects entertainment to interactive entertainment media Interactive entertainment media, such as video games, incorporates audio and visual effects

Audio/Visual Effects (Continued) In the early days of computers, few people were using this experimental technology With the mainstreaming of computers, new media were invented for computer delivery Most technological advancements have followed the experimental–mainstream–obsolete model

Audio/Visual Effects (Continued) Goodheart-Willcox Publisher, photos Ingvar Bjork/Shutterstock.com, Dimedrol68/Shutterstock.com, DenisNata/Shutterstock.com

Video Games From almost the beginning of computers, designers developed games that used computer software A video game is an electronic software that has all of the elements of a game A game Is an activity organized by rules Has an objective, goal, or victory condition Is in a game environment that enables play or pretending

Video Games (Continued) Gameplay is what the player experiences during the game This includes the set of challenges and obstacles the player must interact with The second part of the definition of a video game requires the use of a graphic display generated by a computer The display may be shown on a television, computer monitor, or handheld device

Video Games (Continued) The last requirement for a video game is that the movements of the player and obstacles are controlled through a user interface A game genre is a type or major category of game Most video games can be categorized into at least one genre, such as action, board, puzzle, music/party, or role playing

Video Games (Continued) Goodheart-Willcox Publisher

Digital Toy A digital toy does not meet the criteria of a game It does not have a structured set of rules on how to play with it correctly or it has no objective or gameplay goal A digital pet is an example of a digital toy For the most part, the interactions between the player and toy are simply for enjoyment

Marketing Your Video Game The goal of marketing is to find a group of potential buyers that share similar interests aligned with your video game Before you begin designing a video game, you will need to know the genre and theme under which you will be marketing it A target market is the segment of the population on which you will focus your attention and resources to attract as buyers

Marketing Your Video Game (Continued) Certain demographic information, such as age, income, and gender, can help determine the most likely potential buyers Marketing tools are any devices or actions that draw attention to your product Television commercials E-mail blasts Product websites Marketing brochures

Marketing Your Video Game (Continued) Each product must have a unique selling point (USP) that is significant enough for people to tell one competing game apart from another With your USP, you can also help target potential customers Marketing effort is the time, energy, and expense undertaken to promote your product

Marketing Your Video Game (Continued) The marketing effort needed to gain interest in a large group of people with a lot of differences is huge Target marketing and genre recognition are very important Target your marketing effort Think about your game and how you will promote it before, during, and after the design stage

Marketing Your Video Game (Continued) Goodheart-Willcox Publisher

Which genre of video games do you find most appealing or enjoyable to play? Why do you like this genre more than others? What marketing methods have you experienced that made you want to try a video game?