Gaming Revision
KEY FACTS: ( INTRODUCTION )
- Made by Notch and his Swedish based 'Mojang Studios' in May 2011.
- Notch = Markus 'Notch' Persson
- Notch received hate due to mod changes in the game so he took to twitter and jokingly said he'd sell the game. Microsoft responded and brought the game.
- Cross-Platform gaming: you're able to play Minecraft on different platforms such as Nintendo Switch, Playstation, and Xbox.
- As of February 2020 it's had 250 million users registered online. Very popular in China.
- Development of Gaming: Microsoft's XCloud (a streaming site where you're able to play different games that were not made available on phones) will this be successful?
AUDIENCE:
Minecraft becoming established in 2011, growing very quickly but didn't have backing from mainstream publisher. Very word of mouth game. Quite a distinctive game, fan based game. Bottom up product; influenced by gamers at the bottom rather than producers who are the top of media chain.
PEGI RATING 7 However the average age of the user is about 24, even though ti markets towards children the average age range is 24.
Has more players than fortnite and GTA5, its for kids, a lot of synergy products that go around.
The age could be because the audience might have grown up with the game that's why they still play.
Online Fan Communities will do all sorts of things on forums. They can exchange tips and mods, there are many many more communities,
Beta Testing; allows feedback to Notch (historically) and now to Microsoft; Meaning audience were actively involved in the product. Bottom Up Product.
OWNERSHIP:
- Gaming market has been dominated by Nintendo and Microsoft
- Mojang had to pay money to sony to distribute game; independent game companies don't have money to distribute their game.
- Vertical Integration happened when Microsoft bought Mojang.
- This is where a company owns distribution, production etc. Everything will happen within Microsoft.
- Previous to this it was a Horizontal Integration; different companies involved.
- It's normal for large companies take independent products; better for business. A Downfall for this could be that it flipped and wasn't a bottom up product; more of a top down product one.
How Media Producers Target/Reach/Address Audience:
- Things that they recognise + new elements.
- That's what audience want. repeated elements and new innovative elements.
- This is why the blocky graphics of minecraft have stayed the same.
- Minecraft Realms; you can make your own server and play with friends
- Autcraft - Autism friendly server; filtered server.
- Established network of fans, tutorials etc.
- The education version; which is used fairly widely in primary schools.
CROSS PLATFORM GAMING:
The first wholesale attempt to allow players to game on different platforms. Teaches convergence.
Key Date: 2017; Togetherness Update
AUDIENCE INTERACTING;
- Participatory culture; fandom & Jenkins
- Prosumers / Shirkey
- Could argue that you could apply Jenkins w/ Prosumers
- Prosumers are on youtuber, dedicated to Minecraft; showing tutorials and gameplay
- Dan TDM - 22.3 Million subscribers, he's a bit older which fits the minecraft age group.
- Jenkins talks about story worlds; using original product and creating worlds around that
- Youtube, facebook and other online apps have the ability to make Minecraft big.
USER GENERATED CONTENT - Key feature of minecraft and many other games, but it's monitored by Microsoft; they see what is made.
Bottom up product
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