Friday, 27 April 2007

Feedback #2

Well done Oli - this is an improvement. You have thorough research into the consoles, however you also need to consider key debates, future of gaming.

Some gaps but on the whole a thorough approach.

Thursday, 26 April 2007

PS3's - Home

PlayStation Home is a community based service (rather like virtual reality!) for the PlayStation Network (through the wireless high-speed WiFi built into the PS3 units) which has been in development since early 2005. Home allows users to create an avatar character for their PlayStation 3 console. This avatar will get their own house, which can be adorned by items players can receive in several achievements. In the future the service will also expand, allowing players to have more sorts of clothing, as well as hold pets. When it is available, Home will be launched via its own category in the XMB between the "Game" and "Network" category. This service will be free of charge. Sony is aiming for the initial download to be under 500MB.

There will be at least four ways to communicate with other users in the enviroment. You will be able to type on the virtual keyboard, or your own bluetooth keyboard, talk using a bluetooth headset, and use e-motions, which are movements such as waves or a dance.

The Home System is currently in restricted BETA stages and will enter the Closed Beta stage (approx. 15,000 users): April - August 2007, followed by the Open Beta (approx. 50,000 users): August - October and then finally will go live in October.

But will it be a lot like Sims? Watch this video to see a sneaky preview!

Xbox Live!

Xbox Live is a multiplayer gaming and content delivery system created and operated by Microsoft Corporation. It was first made available to the Xbox video game console in November 2002. An updated version of the service became available for the Xbox 360 console at that system's launch. Live for Windows makes certain aspects of the system available on other platforms such as PCs (using Windows Vista), handhelds and mobile phones.
Out of the box, the Xbox 360 supports voice chat through a headset. The service includes a friends list of other users, as well as a mail-like system of either text or voice messages in which the user can take a picture with the Xbox Vision Camera and add it to the message to send to an online or offline user.
On the Xbox 360, whenever the user's console is powered on and is signed in to Xbox Live, the user's friends list and ability to send messages become available. On the original Xbox, this is only available in Xbox Live or Live Aware games. The system also reports what activity is currently being performed, so that one can see what a friend is doing on his or her console. This is typically the game being played, although the system supports more detailed information (the player's progress through the game, for example).
Online multiplayer features operating on Xbox Live do not expire and are always accessible by Xbox Live subscribers. Many EA games have had their online functions terminated by EA in order to force people to buy the latest version of a franchise title to access multiplayer online features.

The PS3 also offers such a familar service known as Home which I will carry out further research on. Which is better, the advantages and disadvantages of both 'Virtual reality' big brother like technologies, available to us through broadband internet!

Xbox 360


The Xbox 360 is a video game console produced by Microsoft, developed in cooperation with IBM, ATI, Samsung and SiS. Its Xbox Live service allows players to compete online and download arcade games and content such as game trailers, TV shows, music videos, or rented movies. The Xbox 360 is the successor to the Xbox, and it competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of gaming systems.
The Xbox 360 was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the Electronic Entertainment Expo. It is the first console to provide near-simultaneous launch across the three major regions, and to provide wireless controller support at launch. The console sold out completely at release and by end of 2006 had shipped 10.4 million units worldwide.

So what is Xbox live?

Sony

An article i read here explains what advantages OR disadvantages the Playstation 3 holds for Sony. From delaying its release from Spring 2006 to November 2006 people already had began to work out Sony were in trouble. Sony, we mostly know of from Gaming consoles, PS1, 2, PSP etc mostly relies on its revinue from the gaming industry and not its over branches on NMT including new technology, tv's for example and films. The company are in trouble as the Playstation 3 has not been cheap in prodution and has experienced, in manufacture many hold backs which has cost the company millions! The PS3 will either save or bankrupt sony and it all depends on the near future, the release of games and ofcourse its oponent (spelt wrongly) the xbox-360. The future with no Sony, and its releases of high-tech NMT which changes the lifes of everyone around us! Who will take over if Sony falls?

PS3, expect from its arrival

This link I found has alot of information about the arrival of the Playstation 3, including features and specs etc. Released to the US for a whopping $599 dollars the new era of Sony digital entertainment instantly sold out, even with its hefty price tag! What and why would you want this! What does it have to offer us its audience?
  • The official release date for the Sony PS3 (America) is November 17, 2006.
    The PS3 will come in two versions, a 20GB version for $499 (not available here in the UK or Europe) and a 60GB version for $599 (which works out at about £425 pounds UK)
    Both versions will support 1080p HDTV through HDMI.
    Click here for more details.
    An updated list of PS3 launch titles can be found
    here.
    The new wireless, motion-sensing controller has been officially dubbed "Sixaxis"
    Click here for final images of the PS3 console and Sixaxis controller.

PlayStation 3 (PS3) computer entertainment system, incorporates the worlds most advanced Cell processor with super-computer like power. Prototypes of PS3 will also be showcased at the Electronic Entertainment Expo, the worlds largest interactive entertainment exhibition held in Los Angeles.

The PS3 combines state-of-the-art technologies featuring Cell, a processor jointly developed by IBM, Sony Group and Toshiba Corporation, graphics processor (RSX) co-developed by NVIDIA Corporation and SCEI, and XDR memory developed by Rambus Inc. It also adopts BD-ROM (Blu-ray Disc ROM) with maximum storage capacity of 54 GB (dual layer) , enabling delivery of entertainment content in full high-definition (HD) quality, under a secure environment made possible through the most advanced copyright protection technology. To match the accelerating convergence of digital consumer electronics and computer technology, PS3 supports high quality display in resolution of 1080p(*) as standard, which is far superior to 720p/1080i.
With an overwhelming computing power of 2 teraflops, entirely new graphical expressions that have never been seen before will become possible. In games, not only will movement of characters and objects be far more refined and realistic, but landscapes and virtual worlds can also be rendered in real-time, thereby elevating the freedom of graphics expression to levels not experienced in the past. Gamers will literally be able to dive into the realistic world seen in large screen movies and experience the excitement in real-time.
In 1994, SCEI launched the original PlayStation (PS), followed by PlayStation 2 (PS2) in 2000 and PlayStation Portable (PSP) in 2004, every time introducing the latest advancement in technology and bringing innovation to interactive entertainment software creation. Over 13,000 titles have been developed by now, creating a software market that sells more than 250 million copies annually. PS3 offers backward compatibility enabling gamers to enjoy these enormous assets from PS and PS2 platforms.
PlayStation family of products are sold in more than 120 countries and regions around the world. With cumulative shipments reaching more than 102 million for PS and approximately 89 million for PS2, they are the undisputed leaders and have become the standard platform for home entertainment. After 12 years from the introduction of the original PS and 6 years from the launch of PS2, SCEI brings PS3, the newest platform with the most advanced next generation computer entertainment technology.
With the delivery of Cell based development tools that has already begun, development of game titles as well as tools and middleware are in progress. Through collaboration with world’s leading tools and middleware companies, SCEI will offer full support to new content creation by providing developers with extensive tools and libraries that will bring out the power of the Cell processor and enable efficient software development.
As of March 15th, the official Japanese, North American, and European release date for the PS3 was November 2006, not spring of 2006.

Understanding that all this high-techionolgy, money and ofcourse time has been spent into making this high-tech gaming console who knows what we could do in the near future, virtual reality?

NMT terms and Gaming Terms

NMT

  • Digital divide
    Narrowcasting
    Endemism
    convergence
    lean-back
    lean-forward
    democratisation
    web 2.0
    linear
    push technology
    pull technology
    digital divide
    old media technologies
    new media technologies
    endism
    global village
    narrowcasting

Gaming

  • high definition
    revinue streams
    home
    blue-ray
    second life

Monday, 23 April 2007

Case Study - Gaming

Here are a couple of questions i am goign to base the following research into:
  • Q) What can we expect from the arrival of the Playstation 3 into the UK?
  • Q) How will the Playstation 3's arrival into the UK benefit us the audience?
  • Q) X-Box360 or the new Playstation 3? Advantages and disadvantages for both us the audience and the companies/businesses involved.
  • Q) The future of the 'Game console'

These are just a couple of quick questions i am going to continue my research into this week and see where i end up at the end of my case study.

Film Industry

Film is OLD MEDIA undergoing radical transformation through new digital technology
  • Digital technology channging way films made: Use of CGI (Labour)/Set-Location
  • "Tip Top" quality always unlike a reel of film

>Production

  1. Exciting possibilities. World narrative
  2. Creativity onset (effect/sound)
  3. Surround sense (more complex)
  4. Digital films
  • HD film doesnt have 'organic' film of celloid
  • CGI, big blockbuster film budgets!

>Distribution and Exhibition

  1. Surround sound 3D, large screen technologies
  2. Cinemas upgrade to Digital Screen technology...
  3. Faster access - more choice through digital distribution
  4. Better quality EVERY screening

>Home entertainment

  1. PIRACY (see RESEARCH)
  2. Internet - downloading films set to explode!
  3. DVD's non-linear experience
  4. Good in private, own home
  5. Better quality every screening!

BUT - DIGITAL DIVIDE - (Global village/ragmented society) (CONCLUSION 4 ESSAY Case study)

Wednesday, 18 April 2007

Feedback on research #1

Oli, this is evidence of initial research on wikipedia, but this lacks the depth and focus that we discussed today. Where are the entries on our discussions today on PS3? What other questions are you going to now research?

You could potentially do very well on this unit because you are confident on the subject matter however you must prepare thoroughly.

Video Game Consoles (WkPd)

A video game console is an interactive entertainment computer or electronic device that manipulates the video display signal of a display device (a television, monitor, etc.) to display a game. The term video game console is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade games, which are designed for businesses that buy and then charge others to play.

Sales (WkPd)

The three largest markets for computer and video games are the United States (largest), Japan (2nd largest) and the United Kingdom (3rd) also in that order as the largest producers of video games [5]. Other significant markets include Australia, Canada, Spain, Germany, South Korea, Mexico, France and Italy. Both India and the China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years.
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers avoid computer games and instead buy console games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially
MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafes where computer games can be played for an hourly charge.
The
NPD Group tracks computer and video game sales in the United States. It reported that as of 2004:
Console and portable software sales: $6.2 billion, up 8% from 2003
[6]
Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003
[6]
PC game sales: $1.1 billion, down 15% from 2006
[7]
These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003.
The game and film industries are also becoming increasingly intertwined, with companies like
Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.

Wii Console (T)


The Wii is the fifth home video game console released by Nintendo. The console was previously known by its code name of Revolution and is the direct successor to the Nintendo GameCube. Nintendo states that its console targets a broader demographic than that of Microsoft's Xbox 360 and Sony's PlayStation 3, but it competes with both as part of the seventh generation of gaming systems. A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and can detect motion and rotation in three dimensions. Another is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode. Nintendo first mentioned the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. In the 2006 E3, the console won the first of several awards. By December 8, 2006, it completed its launch in four key markets... (More)

Monday, 16 April 2007

Institutions (WkPd)

Once a niche market and considered by some as a curiosity in the mid-1970s, the computer and video game industry took in about USD$7.1 billion in the US in 2005 (ESA annual report). However, contrary to popular belief, the video game industry is not "bigger than Hollywood"; while video game sales have exceeded the film industry's annual box office[1], Hollywood generated $31 billion in total 1999 revenue.[2]
The modern
computing world owes many modern computing innovations to the game industry. The following computing elements owe their lineage and development to the game industry:
Sound cards: developed for addition of digital-quality sound to games. Later improved for music and audiophiles.
Graphics cards and 3D graphic accelerators: were developed for graphical user interfaces (GUIs) and games. GUIs drove the need for high resolution, games drove 3D acceleration. They also gave one the opportunity to use SLI or CrossFire graphics cards, or two graphics cards in one computer.
CD ROM drives: were developed for mass distribution of media in general, however games use is probably instrumental in driving their ever higher speeds.
Joysticks were developed mainly for playing games.
Unix: developed, in part, so that the programmers could play a space traveling game.[3][4]
In addition, many of the higher powered
personal computers are purchased by gamers who want the fastest equipment to power the latest cutting-edge games. Modern games are some of the most demanding on PC resources, so the latest hardware is often targeted at this sector likely to purchase and make use of the latest features. Thus, the inertia of CPU development is due in part to this industry whose applications demand faster processors than traditional applications.

Technology

My chosen technology is video games and there consoles. I will bee looking at how its marketed, to whom, which companies provide it etc How much do they cost? I will look at all aspects of the media, is is a NMT? Hot/cold? Who has been resposible for developing it and why.

The most common game systems that we know of today are of the Playstation family, by Sony. We had the playstation 1, then the upgrade to the playstation 2 which released 100's upon 100's of games, the just recently the new Playstation 3 with incledible garphics and a total different style of video game.
Other consoles include the new Nintendo Wii, Sony's PSP (playstation portable), the Xbox and the new Xbox 360 with online connectivety. All these NMT which is shaping our near future.

Video games are becoming more and more popular amongst a different age range and social class of people. In this modern day...

Gaming

For this unit i am going to be researching on Gaming, in particular Video Games. I will be looking at game 5 areas of study:

  1. Technology - know what the technology allows, what my chosen technology is, markjeted etc
  2. Institutions - finiding evidence of NMT allowing companies/businesses to work in new ways, reach there audience in new ways and make greater profit etc
  3. Audience - What they will do with there NMT? Media changing, what are the audience not doing so they can spend more time on NMT? How its consumed, by whom and advantages consumer, convergence, interactiviy, quality, choice and conrtol etc. Couner arguments.
  4. Issues - encourage illegal activity? Incresed spending? or harm children? Jobs lost becaus eof NMT? New ways consume NMT generating any "moral panic?"
  5. The Future - If technology extended, what could happen, media pracices be different in future, based form what we see now in technology.

Friday, 30 March 2007

Observer aticle: Summary

Writers who work for nothing: it's a license to print money
John Naughton
Sunday March 11, 2007

This article talks about how far New Media Technologly has come, now everyone can be a part of it and it is affecting the modern day jounalism. The article talks of the Trian de-railment, a Virgin Express train bound for Glasgow de-railing in Cumbria. The accident we know happened in a remote spot in the middle of the night but anyone logging onto BBC.co.uk within minutes could see pictures of inside the de-railed carrige.
  1. So we have a picture sent from a Camera Phone good example of users generated content
  2. London Bombings 7th July 2005, networks found them self unable to cope from the amount of footage and imagery flooding in from cameraphones, digital cameras etc - marking the first time we had seen such content impact on traditional news media in Britain. The networks were desperate for footage because of all that was going on, all the locations, movement etc.

Since this, blogging, photgraphing, videos of camera phones and digital cameras etc, the flood of media content has become a torrent, and its all being published on-line.

  • Last year the amount of digital information from emails, blogs etc in THE WORLD came to: 161 billion gigabytes of 'Total digital content'
  • By 2010 it is predicted that more then 70% of digital content will be created by consumers, no need for jounalists!

Good news for manufactures of hard drives, storage devices the business side of things but for us it is not entirely clear. Two views:

  1. Optimists see it as a great release of Human creativity - milliosn people expressing themselves in various media
  2. Cynics see the opposite, ...+

Wednesday, 28 March 2007

Google Epic 2015

Watching this with the NMT term Personalisation in mind, for most people a positive benefit. People will be given news they want to read and wherever they want to read it! The user is presented with content, shopping habbits based upon what he/she likes to watch, read and buy. The news they recieve online is that particular users generated content.Looking at the video though and we all know from the rapid speed of technology and the effeciency of the internet, being able to recieve news any wheres from any wheres and until recently being able to coment on news, have you opinion in this large media landscape gives people that oppurtinity to be part of it! Google epic, google grid etc though could be seen as an invasion of privacy, we know they will aquire, as the internet and spyware companies already do, are buying habbits, are interests even personal questions such as are health and of course where we live which could have devistating effects if that information became public or breached by third parties. Everyone will become part of a big system, in the short term a postive for us and for companies such as Google and Amazon maybe long term thing, information baout ourselfs could be passed on amongs't family and friends. Do these companies need all this information, will be entitled to are privacy and what will be os the news in 2015!

On watching the video a few times over, i did some additional research on the company: Google, and what might actually happen in the near future between such companines and businesses. Facts from fiction kind of thing. This link from wikepedia explains some facts from the video: http://en.wikipedia.org/wiki/Google

Tuesday, 27 March 2007

Problem #1

OK, i actually forgot my bag this is not an excuse its in the common room so i cant compare the articles! Sorry, i will catch up. Still do the Google video one though.

Friday, 23 March 2007

New Media Tech - Key Terms!

Convergence

  • Process of multiple technologies being brought together to form a new product
  • EG - Ipod/Mobile phone/PS1,2,3?MP4 Player/MP3 - Advantages/Disadvantages for Audience
  • Film & Game BUSINES/HARDWARE
  • Company or Audience level

Personalisation

  • Characteristics of many NMT's offer users ability to a personalised experience with content and presentation taloured to the users/audience preferences - POSOTIVE

Interactivity

  • 2 way communication and the context of NMT's content reactive to audiences choices
  • Traditional TV un-interactive
  • Interactive TV - marginally more interactive but choices limited

Linear/non-linear

  • Consecutive order - e.g. Cinema
  • Non-consecutive order - e.g. DVD

Democratisation

  • Ability to communicate your opinions and ideas
  • Share creative output - Blogging
  • Creation own - TV schedule