Monday, 3 February 2014

Research Tasks for Today: #MMORPG and #MOBA genres


·         TASK 1: Research MMORPG and the MOBA genres

What are these genres? How are they different?

Identify the market leading game of each of these genres.

Gather information on:

Development - who developed each game and how much did it cost to make?

Marketing - Who published each game and what methods were used to promote them? (Using what media)

Distribution - how does this game reach the consumer? Physical or digital? What business model do the games used with regards to pricing? (One we have looked at before or is it something new?)

Audience - find out some statistics over the audience demographic (type of people) who play these games - include age, gender, nationality, socio-economic group

TASK 2.
Research the concept of 'e-sports' - what is it? Find some recent statistics showing the growth of this area of the industry.

TASK 3. Essay question - at least 2 sides that answers this question and finished for homework:
In what ways has the internet changed the videogames industry? Use your research on MMORPGS/MOBAs to help you.

This NEEDS to be done so we can discuss this together in tomorrow's lesson.

Friday, 17 January 2014

PS4 vs Xbox One: Why Sony has taken the lead?

PS4 vs Xbox One: Why Sony has taken the lead and how Microsoft can catch up
Why has Sony's PS4 taken the lead over the Microsoft Xbox One console? An indepth article that examines the first turn of the Generation 8 console war.

Last year's Tomb Raider reboot to hit XBone/PS4 end of Jan

Tomb Raider - Definitive Edition
Last year's Tomb Raider reboot gets a January outing on Xbox One and PS4. Go to the MCV page above for the full information on the 'new' release.

Older generation gamers

25% of Americans over the age of 50 play videogames

37% of heads of households play games on a wireless device, such as a mobile phone or tablet.

ESA Facts - Girls and gaming

  • 47% of all game players are women
  • Women over the age of 18 represent a larger portion of gamers than boys aged 17 or over
www.womengamers.com have said that a survey has told them that female gamers often have the following traits when it comes to gaming:

  •  More pick up and play rather than hack and slash
  • Less leisure time and less competitive
  • Less complex control, more depth to story and character
  • But still are target markets through ideological gender stereotypes eg. Barbie fashion shows and horse shows, Nintendogs...

More information on women gamers can be found at www.womengamers.com

Audiences - Casual vs Hardcore



Ah the casual vs hardcore debate, nicely illustrated in the above video. But there are a number of demographics highlighted from the "gamer" entry on Wikipedia at http://en.wikipedia.org/wiki/Gamer

In the United States, the average video game player is 30 and has been playing video games for over 12 years.[2] In the UK as of 2007, the average video game player was over 23 years old, had played video games for over 10 years, and spent around 11 hours a week playing video games.[3] The term "gamer" comprises several subgroups.

Casual gamer

A casual gamer is a player whose time or interest in playing games is limited. Casual gamers tend to play games designed for ease of gameplay and don't spend much time playing more involved games. The genres that casual gamers play vary, and they might not own a specific video game console to play their games.[4][5] Casual gamer demographics vary greatly from those of other video gamers, as the typical casual gamer is older and more predominantly female.[6] One casual gamer subset is the "fitness gamer", who plays motion-based exercise games.[7]
The term casual gamer can be used to distinguish between play styles of level-based character advance in nonlinear games with respect to the amount of dedicated hours of play. MMORPGs may require many hours of grinding to develop a character to maximum level and reach the endgame, and are thus not typically suited for casual gaming. However, games like DOFUS, Eve Online and The Lord of the Rings Online try to balance leveling between any casual gamers and those dedicating more hours to the game.[8]

Core gamer

A core or mid-core gamer is a player with a wider range of interests than a casual gamer and is more likely to enthusiastically play different types of games,[9] but without the amount of time spent and sense of competition of a hardcore gamer. The mid-core gamer enjoys games but may not finish every game they buy, doesn't have time for long MMO quests,[10] and is a target consumer.[11] Nintendo president Satoru Iwata stated that they designed the Wii U to cater to core gamers who are in between the casual and hardcore categories.[12]
A number of theories have been presented regarding the rise in popularity of mid-core games. James Hursthouse, the founder of Roadhouse Interactive credits the evolution of devices towards tablets and touch-screen interfaces, whereas Jon Radoff of Disruptor Beam compares the emergence of mid-core games to similar increases in media sophistication that have occurred in media such as television.[13]

Hardcore gamer


Hardcore gamers extend gaming into their lifestyle and may represent the stereotypical “game geek”. They are frequent purchasers of games, prefer to expend significant time on games, and are more likely to try to "master" their games by completing as many objectives as possible. Hardcore gamers may take part in video game culture such as competitions, events and conventions. Competitions may involve organized tournaments, leagues, or ranked play integrated into the game. An example of this is Major League Gaming, an electronic sports organization that often holds events for first-person shooter games such as Quake. There are many subtypes of hardcore gamers based on the style of game, gameplay preference, hardware platform, and other preferences.[citation needed]

Pro gamer

Professional gamers play video games and deeply study the game to master it and usually to play in competitions. Professional gamers don't necessarily play for money or earn a salary, but many do.[14] A professional gamer may also be another type of gamer, such as a hardcore gamer, if he or she meets the additional criteria for that gamer type. In countries of Asia, particularly South Korea and Japan, professional gamers are sponsored by large companies and can earn more than $100,000USD a year.[15] In the United States, Major League Gaming has contracted electronic sports gamers with $250,000USD yearly deals.[16]

Newbie

"Newbie" is a slang term for a novice or newcomer to a certain game, or to gaming in general.[17][18] Two derived terms are "newb", a beginner who expresses a willingness to learn; and "noob", a derogatory term (an alternate spelling for n00b), though "newb" and "n00b" have become opposites of each other, meaning "newb" is plainly someone who is new to the game (thus having the potential to get better) and "n00b" is a player who both lacks skill and mainly fools around (not wanting to become better).[citation needed]

Retrogamer

A retrogamer is a gamer preferring playing and collecting retro games - older video games and arcade games. They may also be called classic gamers or old-school gamers, which are terms that are more prevalent in the United States. The games are played either on the original hardware, on modern hardware via console emulation, or on modern hardware via ports or compilations.[19] Some retrogamers are in the business of refurbishing old games, particularly arcade cabinets. Some even make their own arcade cabinets.[citation needed]

Girl gamer/Gamer girl

A girl gamer/gamer girl is any female who regularly engages in playing video games. According to a study conducted by the Entertainment Software Association in 2009, 40% of the game playing population is female, and women 18 or older now comprise 34% of all gamers. Also, the percentage of women now playing online has risen to 43%, up 4% from 2004. The same study shows that 48% of game purchasers are female.[20][21]
Usage of the term "girl gamer" is controversial. Some critics have advocated use of the label as a reappropriated term, while others see it as nondescriptive or perpetuating the minority position of female gamers.[22] Some critics of the term believe there is no singular definition of a female gamer and that they are as diverse as any other group.[23]
Girl gamers are often subject to sexual harassment while engaged in online play or tournaments.[24] This harassment often consists of insults based on the gamer being "fat, ugly, or slutty",[25] or threats of abuse, rape, and murder.[26]

Gaymer

Gaymer, or gay gamer, is a term used to refer to the group of people, who identify themselves as LGBT (gay, bisexual, lesbian, or transgendered) and have an active interest in video games.[27] This demographic has been the subject of two large surveys, one by Jason Rockwood in 2006,[28] who noted the level of prejudice that gaymers endure,[29] and another in 2009, focusing on the content that gaymers expect in videogames, the results of which were not published.[30][31]
The gaymers community provides a "safe place" for LGBT gamers[32] apart from the isolation they feel from both the heteronormative gaming community and the gay community.[33] They also believe that as homosexuality in video games increase, there will be an increased normalization of homosexuality in general.[33][34][35]

Avatar

An avatar, username, game name, alias, gamer tag, screen name, or handle is a name (usually a pseudonym) adopted by a video gamer, used as a main preferred identification to the gaming community. Usage of user names is most prevalent in games with online multiplayer support, or at electronic sport conventions.[citation needed]
Similarly, a clan tag is a prefix or suffix added to a name to identify that the gamer is in a clan. Clans are generally a group of gamers who play together as a team against other clans. They are most commonly found in online multi-player games in which one team can face off against another. Clans can also be formed to create loosely based affiliations perhaps by all being fans of the same game or merely gamers who have close personal ties to each other. A team tag is a prefix or suffix added to a name to identify that the gamer is in a team. Teams are generally sub-divisions within the same clan and are regarded within gaming circuits as being a purely competitive affiliation. These gamers are usually in an online league such as the Cyberathlete Amateur League (C.A.L.) and their parent company the Cyberathlete Professional League (C.P.L.) where all grouped players were labeled as teams and not clans.

Essential Terminology to learn and use

Platform Holders: These are the companies that manufacture the hardware on which videogames run. The three main companies at present are Sony who manufacture the PlayStation series, Microsoft who produce the Xbox series and Nintendo who produce the Wii U and 3DS.

Developers: The teams who create the videogames (the software that runs on consoles, PCs and handhelds)

Developers may be

First party - directly owned by a platform holder
Second party - where there is some platform holder support or funding
or
Third party - who are unaffiliated with the platform holder

Publishers - These provide the money and support for the development teams who create videogames

eg. Rockstar Games, Ubisoft and Electronic Arts (EA) are among the larger videogame publishers.

Distributors and Retailers - The role of the distributor is to get videogames to retailers in order to sell to consumers. As the majority of videogames are currently distributed in physical form ie. on DVD/Blu-Ray disks) this means getting game boxes onto retailers' shelves or to warehouses.

However, recent moves within the industry have pointed to the increased use of digital distribution with extra levels or even whole games being downloadable.

ESSENTIAL TERM: DLC = Downloadable Content

This is becoming more commonplace as gamers have got used to the idea of downloading content digitally through mobile phones - see Angry Birds, Candy Crush etc.

Cross-Media Convergence: The coming together of different media industries. eg. The Guardian newspaper having a paper edition, an online edition, podcasts and an iPhone/Android app.

Synergy: More than media area combining to provide better outcomes for all, maximising profit. An example would be a film being released alongside a tie-in videogame as well as a mobile phone app. All benefit from the others. eg. Wreck It Ralph on iPhone to accompany the film.

Technological Convergence: When technologies come together to perform more than one function: eg. A mobile phone taking photos and videos ... Browsing the internet on a smart TV.
In videogames, on the Xbox One you can play games, watch TV, watch Netflix, use Skype to make videocalls, Have your heart rate tracked just exercising - There is even an app available to USA users that allows you to order a pizza using Kinect!

The Institutions & DLC

Click below to view the powerpoint about the main players today.

ESSENTIAL: Charlie Brooker's Gameswipe

Click below to watch the first part of Charlie Brooker's Gameswipe - all the rest of the episodes (about 5?) are available to watch on YouTube in digestible 10 minute chunks: It is essential that this is watched and notes on the games industry made!

What is a videogame?

Before we start our examination of the industry we need to get it straight what it is we are talking about. Please have a read below of the article by Nadia Oxford on http://gametheoryonline.com/


What, by definition, is a “video game?” Earth’s greatest scholars agree that it has something to do with sitting in front of the television and rescuing princesses, usually by way of manipulating a controller that is attached to a game box, which, in turn, is attached to a television.

While that description of a video game isn’t necessarily incorrect, it’s about ten years out of date. Console and PC gaming is still very relevant, but now it’s supplemented by alternative methods of gaming–many of which are free, or at least very easy on the wallet.

When you think of video games, make sure you leave some brain space for its offshoots, including:

Portable Games — It was Nintendo engineer Gunpei Yokoi who realized, as far back as 1980, that commuters might appreciate being able to play electronic games on the go. The Game & Watch series of games was subsequently born, each with its own self-contained game (often an adaptation of an arcade hit) and a built-in liquid crystal display.

In 1989, Nintendo released the Game Boy, a handheld gaming system that could switch out game cartridges. The handheld gaming market exploded from thereon, with Nintendo generally holding the biggest pieces of the pie thanks to hit portable systems like the Game Boy Advance and the Nintendo DS.

Whereas portable games were once simplified versions of console games, or else designed in a way that kept them from using too many resources, modern handheld systems like the Nintendo 3DS and PlayStation Vita are capable of displaying graphics on par with a console. Portable games can be purchased at retail, or downloaded via a system’s specific online store. Portable games are also currently facing a lot of competition from:

iOS/Smartphone Games — The term “iOS game” refers to any game that’s running off Apple’s mobile operating system. iOS games can include titles for the iPad and iPod Touch line of tablets/music players, but it’s most commonly used to identify a game that’s running on the iPhone.

iOS games are typically simpler than console or handheld games; you’ll find a lot of quick distractions and compelling puzzle games. However, the market is quickly becoming more complex, and the general low price of iOS games (which are bought and downloaded via Apple’s App Store–unlike handheld gaming systems, there is no physical media involved) make them good impulse buys.

Smartphones that run on Google’s Android operating system are also a popular choice for on-the-go gaming.

Downloadable Games — Pertains to games that are downloaded from an online store, as opposed to games that are published on a physical medium, like a disc or a game card. Downloadable games can be just as complex as console games that are bought at retail (in fact, PC gamers favour downloading big releases on Steam, a PC-based online distribution platform), though smaller, casual games are very popular, too. Downloadable games are usually cheaper than titles bought at retail. Popular distribution platforms include Steam, Xbox Live Arcade, the Wii Shop Channel, the Nintendo DSi Store, the Nintendo 3DS eShop, PlayStation Network, and the App Store.

Free-to-Play Games — Free-to-play games are, as the name suggests, free to play. Typically, these games run on web browsers, or on iOS platforms. They’re free to download and you can usually play them for as long as you want–though most of these games lock up a certain portion of their content until you pay for said content through an electronic transaction (usually via a credit card). These “microtransactions” are typically a few dollars, though most free-to-play games do offer you the chance to purchase super-cool items for much larger sums of money.

Social/Facebook Games — Social games have made a recent splash in the gaming landscape. Social games encourage sharing between players, and run off social networks as a result, with Facebook being the most popular. Usually, players are tasked with building towards or maintaining a goal, and are rewarded for interacting with each other, and for getting friends to play along, too. Most social games fall under the free-to-play category as well.

Zynga is currently by far the biggest developer and distributor of social games. Some of Zynga’s most popular works include FarmVille, CityVille, and Mafia Wars.

Massively Multiplayer Online Games (MMOGs) — MMOGs usually offer a big world for the player to explore. In this world, players can communicate with each other, unite to complete goals, or even compete. MMOGs tend to be deep and complex, with one of the most famous examples of the genre being Blizzard’s World of Warcraft.

Many MMOGs can be played on an Internet browser and cover a multitude of genres. It’s an especially popular market for kids thanks to games like Free Realms (Fantasy), Moshi Monsters (Fantasy/Educational) and NeoPets (Virtual Pets).

Depending on the game, MMOGs can follow the free-to-play formula, or require a monthly subscription from the player. Oftentimes, the game can be played for free until a certain level is reached, and then a subscription is required.

Triple A/”Blockbuster” Games — There’s still a place in the market for big-budget games that spend two years or better in development. These are the high-profile, widely-advertised games that are sometimes referred to as “Blockbuster” games. On a Nintendo console, it might be a new Legend of Zelda game; on the PlayStation 3, the Xbox 360, and/or the PC, it might be a new Call of Duty or Halo title. Blockbuster games tend to be developed with the core gamer in mind, though everyone is invited to enjoy them.

The Spec Translated

  • the issues raised by media ownership in contemporary media practice;
  • Translation: How the ownership of the development, production, publication and distribution companies affects the type of games that are made.
    Examples:

    Research as case studies a range of videogame industry companies:
    A video game developer eg. Rockstar Games – home of Grand Theft Auto
    A video game publisher: eg. Zynga – publishers of Farmville and other ‘social network’ games
    An independent video game developer: Rovio – creators of the Angry Birds franchise
    Compare the types of games that these companies make and how they make sure they reach their target audience.

  • the importance of cross media convergence and synergy in production, distribution and marketing;
  • Translation: You will understand how all aspects of the media (websites, newspapers, television etc) are used to market a new game. Also, you will show you understand how companies work together to produce and distribute new games.

    In your case studies, compare how their games are marketed through other aspects of the media. Find out how the games are distributed. For examples of using other media, check out Rockstar Games – Their campaign to market GTA4 was a textbook example of this!


  • the technologies that have been introduced in recent years at the levels of production, distribution, marketing and exchange;
  • Translation: You must show you are aware of how new technology has been used to improve the making, distributing and marketing of games and the industry.

    Find out about any groundbreaking new tech found in games – eg. Facial graphics in LA Noire . Also, investigate how the internet influences the way that games are marketed and distributed. Digital distribution is a hot topic in the games industry – is this going to be the future of videogame distribution? Know both sides to this eagerly debated coin!


  • the significance of proliferation in hardware and content for institutions and audiences;
  • Translation: You must show you understand how the increase and improvements in technology are affecting the ways that games are made and distributed today. Also, be able to assess how technological improvements have impacted the gaming experience.

    Find out about the newest technologies in the current generation of consoles – eg. Gesture control (Play, Wii Remote, Kinect) as well as increasing levels of digital downloads and DLC. You need to be able to explore how the affordability of new technology has impacted on the making, promotion and distribution of games. What issues are there concerning piracy in the computer games industry?


  • the importance of technological convergence for institutions and audiences;
  • Translation: You must understand how new technologies can combine to produce, market and distribute a game successfully.
    The previous two examples are valid here but you will need to have specific examples of how technologies can combine to reach a target audience – Rockstar using licensed music in GTA4 for the radio stations, featuring famous comedians in the comedy club ingame. Games that allow you to post to social networks. Achievements etc.

  • the issues raised in the targeting of national and local audiences (specifically, British) by international or global institutions;
  • Translation: You must show how international and global institutions target a national and local British audience.
    You must consider how international companies tailor their marketing and distribution to different terrortories, mainly Europe, North America and Japan.

  • the ways in which the candidates’ own experiences of media consumption illustrate wider patterns and trends of audience behaviour.
  • Translation: You must be able to include reference to how your own experience of the media shows how an audience may behave.

    You will not be asked a question on this however you will need to incorporate this element in each one of the six potential areas above.

    #G322 Key Media Concepts Section B














    Section B: Institutions and Audiences
    One compulsory question to be answered by candidates based upon a case study of the video games industry.

    Through specific case studies of the centre’s choice, candidates should be prepared to demonstrate understanding of contemporary institutional processes of production, distribution, marketing and exchange/exhibition at a local, national or international level as well as British audiences’ reception and consumption. There should also be some emphasis on the students’ own experiences of being audiences of a particular medium.


    Section B: Institutions and Audiences
    Candidates should be prepared to understand and discuss the processes of production, distribution, marketing and exchange as they relate to contemporary media institutions, as well as the nature of audience consumption and the relationships between audiences and institutions. In addition, candidates should be familiar with:
    • the issues raised by media ownership in contemporary media practice;
    • the importance of cross media convergence and synergy in production, distribution and marketing;
    • the technologies that have been introduced in recent years at the levels of production, distribution, marketing and exchange;
    • the significance of proliferation in hardware and content for institutions and audiences;
    • the importance of technological convergence for institutions and audiences;
    • the issues raised in the targeting of national and local audiences (specifically, British) by international or global institutions;
    • the ways in which the candidates’ own experiences of media consumption illustrate wider patterns and trends of audience behaviour.
    This unit should be approached through contemporary examples in the form of case studies based upon one of the specified media areas. Examples may include the following:
    A study of the production, distribution and marketing of a specific game within one or across various gaming platforms, along with its reception by a variety of (British) audiences. This should be accompanied by study of the impact of next generation capabilities (HD, Blu-Ray, online services etc) on the production, distribution, marketing and consumption of games.

    The above list is not intended to be exhaustive. It is acknowledged that most media industries are characterised by cross-media strategies, production and promotion; candidates will be expected to focus on a particular medium but should make reference to related media where relevant.