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Electronic Gaming and the Media Playground

Electronic Gaming and the Media Playground. Chapter 10. Gaming Has Arrived.

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Electronic Gaming and the Media Playground

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  1. Electronic Gaming and the Media Playground

    Chapter 10
  2. Gaming Has Arrived “…(F)or players around the world, electronic gaming has become a social medium—as compelling and distracting as other social media. The U.S. Supreme Court has even granted electronic gaming First Amendment freedom of speech rights, ensuring its place as a mass medium.”
  3. Case Study: South Korea Home to PC bangs or baangs – Internet cafes that are open 24/7 and serve food. Generate estimated $ 6 billion a year in revenue. eSports player Lim Yo-Hwan World cyber games 2 x Champion
  4. “Lim Yo Hwan (SlayerS_BoxeR) is undoubtedly the greatest player in eSports history. As South Koreans packed stadiums to watch StarCraft competitions Boxer…” The Michael Jordon of Gaminghttp://www.complex.com/video-games/2013/08/pro-gaming-history-famous-athletes/boxer-michael-jordan-gaming
  5. Early History of Electronic Gaming Mechanical Gaming “Counter Machines” Penny Arcades offered a cure for idleness1880s Pinball initially considered gambling, 1930-40 Popular after World War II with addition of “flipper”
  6. Arcades served as incubators for the gaming technology of today Automated phonographs used in arcade machines evolved into the jukebox. Kinetoscope foreshadowed films. More interactive then
  7. The First Video Games Cathode-Ray Tube patented , 1948 CRT type screens were used in analog TV & early computer display monitors. Earliest games appeared in the 1950s & 60s Odyssey, first home TV game, 1972 Arcades made a rip-off version available Atari developed by Nolan Bushnell Home version of Pong, 1975
  8. CRT Technology
  9. The Evolution of Electronic Gaming Arcades and Classic Games Games like Pac Man fill bars and arcades Signal gaming as a potential social medium http://www.usgamer.net/articles/top-10-biggest-grossing-arcade-games-of-all-time Played with joysticks or buttons The “avatar” is common figure of control First-person perspective most popular in U.S. Three-quarters perspective more popular in Asia
  10. Consoles and Advancing Graphics Home consoles become more powerful From 8-bit Atari in 1977 to 256-bit standard today Older, simpler games still popular Mario Brothers instantly recognizable Three major console makers dominate Nintendo, Microsoft, Sony Graphics improve for handheld devices Makes medium more accessible Angry Birds
  11. http://en.wikipedia.org/wiki/List_of_best-selling_video_games http://en.wikipedia.org/wiki/List_of_best-selling_video_games
  12. Computers and Related Gaming Formats Personal computer games popular, 1980-1990s Versatility of controls Faster processing speeds Consoles catch up in computing power, late 1990s Dominate “first-person shooter” market Personal computer gaming survives Digitization of card games and board games
  13. Internet and Social Gaming Sega Dreamcast, 1999 First console featuring online, multiplayer gaming Live online play adds new dimension Shooters, sports and music all use online play Online fantasy sports & MMORPGs Massively multi-player online role-playing games Increases fun of watching spectator sports
  14. Fantasy sports
  15. Communities of Play:Outside the Game Websites and face-to-face meetings about games Collective Intelligence Tips offered by gamers on user-generated sites Independent Sites Build community through forums and festivals Industry Sites Business sponsored sites featuring news, interviews, forums, tips, videos
  16. Immersion Deep levels of involvement Motion-control technology Wii, Kinect 3D experiences Nintendo handheld game doesn’t need 3D glasses Used for training as well as entertainment Military Education Social causes Journalism
  17. Addiction Games are addictive by design Recognizing high scores Gradually increasing difficulty levels Achieving rewards like special features, titles Real-life problems 8.5 % of youth are addicts Anecdotal tragedies Digital Nation documentary by Frontline (PBS) http://www.pbs.org/wgbh/pages/frontline/digitalnation/view/
  18. The Economics of Electronic Gaming: Money In Primary revenue from sale of games, consoles 60 % of U.S. households own console Gaming inspires media content TV shows Movies Lara Croft: Tomb Raider, Resident Evil Media inspires games Movies, comics have game spin-offs Businesses create games for promotion Product placement generates revenue
  19. Campaign adverts in games http://www.huffingtonpost.com/2008/10/14/obama-video-game-ads-feat_n_134668.html
  20. The Economics of Electronic Gaming: Money Out Production similar to movie business $100 million for Grand Theft Auto 4 More than 1,000 people worked for more than three years Major expenditures Development Coding, designing, testing Royalties Distribution, licensing Marketing Advertising, promotions
  21. Electronic Gaming in a Democratic Society Self-regulation Public, government debate regulation http://www.neogaf.com/forum/showthread.php?p=93079915 Industry creates Entertainment Software Rating Board (ESRB) Free Speech and Video Games U.S. Supreme Court grants First Amendment protection Public still has concerns Industry realizes it must respect public opinion
  22. Describe your experiences When did you start playing video games? What was your favorite game? Are you a gamer today? According to the text, the average gamer is 30 years old, 47% are female, & equal numbers of gamers who are over age 36 as under 18. How much time would you are do you currently spend with games? What would you estimate the cost to you in time and $$?
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