Thursday, 26 April 2007

Issues: Console Gaming Industry Faces Mounting Pressures That Could Inhibit Future Growth, Warns Gartner. Click here to see full article.

Testing my case study

1) General terms realated to NMT:
pull technology- offers us more choice, pull the content we want from media producers, for example satellite TV.
push technology- media producers choose our technology for us for example at the cinema new releases are pushed at us.
Hot media- those that are good at extending our senses e.g. cinemas producing high definition extensions.
Cold media- They require moreparticipations becuase of the low quality, for example the phone has low quality sound.
Global village- the world is becoming very close due to technology, for example news from countries around the world can be seen instantly on the internet or by text because adavanced technology has made it possible.
non linear-
linear-
democratisation-
2)Key terminology related to my chosen technology:
Convergence- Two medias joining together.
Personalisation- Adding your own personal preferences to gaming.
Interactivity- The audience becoming more involved with gaming, for example the 'red button'.
Democratisation-
EDi – Electronic Distribution initiative – distribution of games online
Home’ – key interactive service for users
Playstation store – purchase weapons, extra chapters and features for games via console.
Sony’s Game 3.0 philosophy- emphasising social interaction, community, customisation, open source.
Online access- (through your existing broadband connection) and includes multiplayer support.
MMO- (massive multiplayer online game)
High definition- Crystal clear picture for TV and film.
3) Future: 4.6 million memebers of Second Life.
People will live another life using a game.
Issues: 1/3 of girls will be obese by 2020.
Industry Faces Mounting Pressures That Could Inhibit Future Growth.
Audience: Audiences are not just passive anymore.
Do games make people violent?It depends on your personality.
Institutions: Profits are being increased
Technology: gaming applications demand massive amounts of raw computing power and scalability to produce an interactive experience.
With gaming anything is possible.
2) a. 'gain dominance of a market' means that one company will have the majority of power and therefore make more of a profit.

2) b. The online gaming iniatitive by theses companies is an attempt to maintain their profit. To what extent has online technology increased audiences for other media products?
The internet is publishing articles from magazines and Newspapers, this is giving them a larger audience and a larger coverage. Music is available to download, people can listen to music anytime as many times as they want old and new music on sites like youtube. Films and TV shows are available to watch, if people miss a programme there are sites on which they are available to catch up. Blogging provides a voice for everyone to give their opinion discuss want they like and talk to others.

Tuesday, 24 April 2007

Fancy being the star of your own videogame? This article discusses how Sony has developed ''A game so simple that even adults can play ''.

Thursday, 19 April 2007

Neil BoormanTuesday April 17, 2007The Guardian
In the past week, two manufacturers have posted record sales of products that have come to define a generation. Sony claimed the fastest-selling launch in videogame history with the PS3. In this case, the product was one of the most expensive in the respective markets.
As is normal on the release of an expensive must-have item, consumer groups bemoaned the inflated cost of the new PlayStation. In justifying PS3's £425 price tag, Sony's chief executive, Howard Stringer, explained that the product was positioned as "the Mercedes of games consoles". Which would seem to have made everything all right.

5)Future

  • The prediction for the furute of the gaming industry is virtual reality, it is seen to merge with games such as second Life. This will create interactivity at a whole new level, people will be able to live another life using a game.

4)Issues

  • One problem facing console gaming industries is the distancing from family values. Games now include extreme levels of sex and violence and this is pointing to parralles between violence in playing video games and violent behaviour in audiences. Games such as 'Manhunt' were banned in Britain and in the US for being too violent.
  • Romero doesn't seem too concerned about the attacks on his products: "I make games I want to play. If people don't like it, they don't need to play the game."
  • Children seem to be spending too much time on computers rather than excercising and socialising. Is gaming the reason for the increase of obesity in Britain? British Medical Association research predict that if this tren continues, one-fifth of boys and one-third of girls will be obese by 2020.
  • Woman are represented very badly in games, when they are side characters they are usually in need of rescue by the men. The only real main female characters like Lara Croft in Tomb raider are portrayed as big breasted, seductive woman in hot pants. Gaming concentrates heavily on woman being desirable and concentrates on their sex rather than their actual character.