J201 Media and Society
J201 Media and Society
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Date Created: 05/08/14
Chapter 10 Electronic Gaming and the Media Playground Terms Penny arcade modern indoor playground that consisted of coinoperated contraptions Pinball machine an arcade game that was the most prominent of mechanical games In pinball players score points by manipulating the path of a metal ball on a playfield in a glass covered case Flipper bumper added to the original pinball machine that enabled players to careen the ball back up the play table Ilelped transform pinball into a game of skill touch and timing Cathoderay tube CRT key component of the first video games Arcades establishments gathering multiple coinoperated games together in a newer version of the penny arcade Atari a video game development company established by Nolan Bushnell that created Pong Pong a twodimensional tennisstyle game with two vertical paddles that bounce a white dot back and forth Avatar a graphic interactive character situated within the world of the game Consoles devices people use speci cally to play video games Online fantasy sports games that reached a mass audience with a major social component Players real life or virtual acquaintances assemble teams and use actual sports result to determine scores in their online games Massively multiplayer online role playing games MMORPGS games that are set in virtual worlds that require users to play through an avatar of their own design Collective intelligence sites that collect and share usergenerated knowledge of a game Development budget the money spent on designing digital artists and game testers Intellectual properties stories characters personalities and music that require licensing agreements Entertainment Software Rating Board ESRB instituted a labeling system designed to inform parents of sexual and Violent content that may not be suitable for younger players Introduction Electronic games offer play entertainment and social interaction like the internet they combine text audio and moving images Allow players to interact with aspects of the medium in the context of the game Classic Video games sports management games physically interactive games casual games multiplayer online role playing games Video Game Lecture Davey Jackson Founder of 944 Digital Eugene has 8 videogame studios Evolution of Gaming Arcade slotmachines pinball Home Console Atari packman Nintendo Sony PC Casual mine sweeper solitaire adventure presence of woman players not evident they wanted a more social experience Many critics of videogames thought that highschool shootings were linked with video games Advocates said the oppositethat violent video games allowed safe way to let out anger 3D Revolution sense of depth like 3D in 2D format Originally had to go to stores to get video games hen capacity to play online became available Changed gaming from singleplayer to multiplayer When games were first madethey had to start completely from scratch later companies began selling some licenses and you could fill in individual content Licenses sold from around 1000000 Early 2000 s decentralization casual game Women free online to a certain point then have to pay torque game engine Indies game design degrees education the iPhone Instant Market Access no longer need to go to the store to get game anyone can make games and sell them as apps KickStarter Crowd Funding original model was where people go to a company and ask for money and promise a certain times return New model ask people to fund a game before they build it Platforms console Atari Nintendo Playstation Microsoft Sony PC DeskTop MMO Mobile and Table TV VS phone TV s are becoming secondary and phone screen is becoming primary The question is how do you link the two Virtual Reality you re completely enclosed 3D World Augmented reality Google glass Free to Play FZP Statistics 100 000000 to make Call of Duty first day sold 500000000 Candy Crush Sage 40000000 a month spend half on advertising through the iPhone Electronic Gamir1g s History In 18805 the seeds of the modern entertainment industry were planted in coin operated contraptions that found a home in the penny arcade Arcades had ideas that helped shape future media technology automated phonographs used in arcade machines evolved into the jukebox while the Kinetoscope set the stage for movies Pinball was the most prominent of all mechanical games and gained mainstream acceptance and popularity after WWII with the addition of the ipper bumper The rst video game patent was issued on December 14 1948 and featured the key component for the first video games the CRT CRT screens provided images for analog television as well as displays for early computers where the earliest video games first appeared But because computers were massive mainframes at the time distributing games was dif cult The first video game was called the Odyssey Around the same time Nolan Bushnell formed a video game company called Atari that created Pong Atari began marketing a home version of Pong through sears that established the videogame market Atari folded in 1984 and N1 ztendo Sony and Microso followed lead and turned video game business into an industry Evolution of Electronic Gaming By the late 1970s and early 1980s games like Asteroids PacMan and Donkey Kong lled arcades and bars competing with the traditional pinball machines After PacMan the avatar became the most popular gure of player control in a video game Today electronicgames go beyond simplecompetition like Pong and enta1lnarrat1ves and 1mag1nat1veexc1t1ng adventures sophisticated problem solving and multiple outcomes Electronic games evolved from simplest forms into major formats telev1s1on handheld dev1ces computers Internet Distinctive types of games evolved 2 3 Arcade gaming helped gaming evolve into a mass medium due to players competing with and against each other standing side by side Arcade gaming has been superseded by the console and computer US video games typically assume a rst person perspective in which the player sees the virtual environment through the eyes of an avatar South Korea favor realtime strategy games with an elevated three quarters perspective Wh1Ch affords a grander and more strategic vantage point on the eld of play Today many electronic games are played on home consoles Bit rating of a console is a measure of its power at rendering computer graphics More detailed graphics have not always replaced simpler games Super Mario Bros Three major home consol makers Nz39m end039 TViz wireless m0z z390nsensing controller Gczmeboy N1 ztendo DS Sony Playsta on Playsta on PSP M icroso s X box Handheld videogames have made the medium more accessible and widespread In the late 1980s and 1990s personal computers held some clear advantages over console gaming versatility of keyboards compared to relatively simple early console controllers allowed for puzzle solving games faster processing speeds gave richer 3D graphics Consoles caught up with greater processing speeds and discbased games in the late 1990s and computer games attracted less attention Computerbased gaming survives in a form of certain genres not often seen on consoles example digitization of card and board games can play against other people or computer Online fantasy sports popular Online connections are a normal part of console video games Becoming a contemporary social medium Social networking sites embed some online games Fantasy sports take a more detached managerial perspective on the came MMORPG Media convergence World of VIitchcra is a comic book series quarterly magazine and feature lm in development The Media Playground Virtual communities in video games and fantasy sports leagues many meet in games and never actually meet in person Interact in two groups 1 PUGs PickUp Groups temporary teams usually assembled by matchmaking programs integrated into the game may be elite players or noobs ninjas snatch loot out of turn and leave group trolls get delight in intentionally spoiling games for others 2 Guilds Clans less likely to have ninj as trolls Two forms of game chat 1 Voice 2 Text Three main types of communities of play outside the game 1 Collective Intelligence tips and cheats provided by fellow players 2 Independent sites operate as community organizers for gamers penny arcade is popular 3 industry sites focus on distributing promotional material provided by hardware manufacturers and game publishers uzxamplez GameSpotcom and IGNcom Immersion gaming technology of the future promises experiences that will be more immersive more portable and more inclusive Example Wii Playstation 3D games Nintendo 3DS games are being used in workforce training military recruiting classrooms mult1med1a O111 I1al1SII1 Addiction males more likely 85 of ages 818 could be classi ed as addicts many electronic media are addictive by design recognizes high scores dif culty settings longterm engagement sells expansion packs or charges monthly subscription fees Economics of Gaming Industry Gamers most often largely youthful and male Electronic gaming companies can make money selling consoles games and online subscriptions companion books and movie rights Women 47 of game players Average player is 30 years old Money In sale of games and consoles are primary source of revenue console games and portable handheld games constitute majority of videogame market computer games not as much video games have effect on media culture Example fantasy sports leagues have spawned draft specials on ESPN and ESPN radio adult comedy and movies advergames videogames created for purely promotional purposes in game advertisements Money Out AAA game titlesgames that representthe current standard for technical excellenceare very expensive they can cost as much as a blockbuster lm to make and promote development largest part goes to paying talent digital artists and game testers licensing marketing independent game makers must also deal with two types of licensing 1 Pay royalties to console manufacturers Microso Sony Nintendo for the right to distribute a game using their system 2 Intellectual properties require licensing agreements marketing equal or exceed the development costs The successful launch of the game involves online promotions banner ads magazine print ads instore displays and television advertising Electronic Gaming in a Democratic Society Controversy parents politicians have expressed concern about content of games while gaming industry quali es for free speech protection and ratings and regulations should not bear the force of law Selfregulation ESRB Entertainment Software Rating Board Free Speech and Video Games ratings did not have force of law In 2011 the supreme court granted electronic games speech protections afforded by first amendment Quiz 1 What planted the seeds of the modern entertainment industry Answer 1 In 1880s the seeds of the modern entertainment industry were planted in coinoperated contraptions that found a home in the penny arcade Arcades had ideas that helped shape future media technology automated phonographs used in arcade machines evolved into the jukebox while the Kinetoscope set the stage for movies Pinball was the most prominent of all mechanical games and gained mainstream acceptance and popularity after WWII with the addition of the ipper bumper 2 Compare and contrast the Views of US videogames to those in South Korea Answer 2 In the US video games typically assume a first person perspective in which the player sees the virtual environment through the eyes of an avatar In South Korea they favor realtime strategy games with an elevated three quarters perspective which affords a grander and more strategic vantage point on the field of play 3 What are two groups of gamers that interact online Answer 3 PUGs PickUp Groups which are temporary teams usually assembled by matchmaking programs integrated into the game There may be elite players or noobs There may also be ninjas that snatch loot out of turn and leave group or trolls who get delight in intentionally spoiling games for others Guilds Clans less likely to have ninjas trolls
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