OCR Minecraft Notes
Key terms:
The specialised and institutionalised nature of media production, distribution and circulation:
Possible theories that could be used:
- digitally convergent media- when media content links/ crosses across different platforms, for example, if a video game links to a website. Video game consoles allow companies to do this as in modern day consoles such as the Xbox One, it allows people to play games as well as surf the internet and use social media, so companies can create websites and social media accounts for there game so players can interact more.
- distribution- this refers to all processes linked to delivering the media product to audiences both through tangible (disc) and digital (cloud based) media.
- production- this refers to all phases of designing, developing and making the media product.
- consumption- how media is used by audiences for pleasure but also explores the rise of user generated content across several platforms.
- UKIE suggests that the global games market is worth $100 billion a year, and it has continuing growth
- Video game consoles are now much more popular due to technology which allows people to do and play much more
- sandbox game
- created and developed by Mojang Studios
- at the start it relied on word of mouth
- by January 2011 beta version passed over 1 million purchases
- by April 2011 it was estimated that $33 million revenue had been made
- November 2011, 16 million registered users
- due to popularity it was released on multiple platforms
- even 'Minecraft: Pocket Edition' which is on phones
- 2012- on Xbox 360
- 2013- Minecraft: Pi Edition (educational purposes)
- 2014- Microsoft acquired Minecraft intellectual property for $2.5 billion
- 2015- 30 million copies where sold
- it can be bought on the internet using outlets such as Playstation Network or Xbox Live Arcade and some others
- it was available to download from December 2015
- physical copies from June 2016
- on release it won 5 awards and 3 conferences, also an Innovation Award, Best Debut Game, Best Downloadable Game, Audience Award and Seumas McNally Grand Prize
- no structure or constraints
- free to roam and make choices, for example, what to do with certain blocks
- the Minecraft story mode is categorised as a sandbox survival
Processes of production, distribution and circulation by organisations, groups and individuals in a global content
The specialised and institutionalised nature of media production, distribution and circulation:
- there are fan made videos on YouTube which show games development over the years, however Minecraft attracts people due to its simple blocky world.
- Minecraft is now a multi-platform game which is not only for PC gamers but also; smartphone users, console gamers, and other hand held gaming devices such as Nintendo Switch, all these platforms open up new markets of profit that they can make.
- modern versions of the game such as Minecraft: Story Mode follow more institutional conventions of game development like tutorials to teach new players how to play
- Microsoft purchased Mojang for $2.5 billion
- at the start of the games release most players simply logged into Minecraft and didn't need a physical copy, however when it was released on Xbox and Playstation it was a chance to offer digital versions across Windows 10 operating system to promote the Microsoft brand across computers.
- people where encouraged to download the game though cloud servers rather than a physical copy of the game which would cost more
Possible theories that could be used:
- Regulation (Livingstone and Lunt): new technology opens up opportunities and risks that complicate regulation.
- Cultural Industries (Hesmondhalgh): companies attempt to minimise risk and maximise audiences. The game has a large fan base and is owned by a division of a global conglomerate. The purchase of Mojang for $2.5 billion shows that Microsoft are clearly attempting to harness the popularity of this franchise to encourage sales both of the game itself and promote Windows 10 and their smartphone market.
- Identity (Gauntlett): he conducted a series of studies based around the use of Lego to create and share ideas and has also compared this to how audiences use the internet. Making is Connecting is all about how people build a stronger sense of sense of self identity through creative practices.
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