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.