MINECRAFT - LESSON 2+3: INDUSTRY
KEY TERMS:
//Production - planning, developing and making a product.
//Distribution - All the processes linked to delivering the product to the audience.
//Circulation - The number of copies that are sold.
//Consumption - The way products are used by the audience/consumer.
//Conglomerate Ownership - Ownership by a company that owns numerous other companies.
//Vertical Integration - The merging together of two businesses that are at different stages of production - for example, a food manufacturer and a chain of supermarkets.
//Diversification - the process of a company enlarging or varying its range of products or field of operation.
//technological Integration - When a piece of hardware takes on the functions of others, an ‘all-in-one’ device.
HOW IS THE PRODUCTION, DISTRIBUTION, AND CIRCULATION OD MINECRAFT AFFECTED BY IT BEING PART OF A SPECIALISED AND NICHE INDUSTRY?
//The technological world is fast-moving and developing quicker than other industries.
//The simplistic nature of Minecraft appeals to a range of Audiences.
//It is multi-platform, so you can use it on smartphones (on the go) and gives it a wider audience range.
//Now it has a story mode, appealing to normal game conventions, it adds to the original game with a distinct narrative.
WHAT IS THE RELATIONSHIP BETWEEN TECHNOLOGICAL CHANGE AND THE PRODUCTION, DISTRIBUTION AND CIRCULATION OF MINECRAFT?
//Most players used to log onto the game online and didn't need a physical copy of the game. When the Xbox and PlayStation versions were released, they offered digital versions of the same game across Windows 10 to promote the Microsoft brand across home computers (synergy).
//Users were encouraged to download the game through Cloud servers rather than physical copies which would incur more of cost for the institution.
//Physical copies were released around 6 months after the downloadable version to limit the impact of piracy, hacking and file sharing.
//The introduction of Minecraft Realms (2013) has tried to give the producers more control over the distribution and circulation of the game since Professional-amateur consumers were creating their own virtual spaces and hacks across illegitimate servers e.g. Wizardhax.
HOW HAS OWNERSHIP AFFECTED MINECRAFT?
//It's ownership changed to Microsoft and has been diversified.
//Facebook bought Occulus in March 2014 and Markus wouldn't develop Minecraft with it because Facebook isn't owned by Grassroot Games.
//Ideology of game developers surrender their creative licenses to conglomerates for better profits.
//Microsoft bought Mojang for 2.5 billion for long-term.
HOW IS MINECRAFT REGULATED AND GOVERNED OR MONITORED?
//Minecraft was initially Pegi-7, but Story Mode is rated higher because it has a narrative.
//In 2016, there was an online market place created to trade maps and skins, monitored by Mojang.
//Minecraft Realms are hosted on specialised servers by Mojang. There are extensive Terms and Conditions that explain that ownership of intellectual content doesn't necessarily lie with the creator.
//The company owns everything created using blocks and accreditation is not guaranteed to players.
The industry is part of the technological world, developing possibly more than any other. In the 90's, there was big shift in video gaming technology, moving into 3D POV games, that were less pixilated. This development continued into the 2000's as realism and artistry developed. Minecraft doesn't fit into the development arch, going back to basic and simplistic roots to appeal to a range of audiences. It is 'rule-less' and gives the player freedom to immerse themselves in and create their own world.There is infinite playability with no limits, with a strong community and a lack of narrative that appeals to human desires. The players market the game themselves and it is not genre specific, being a cross-platform game.
TECHNOLOGICAL CHANGE = DIGITAL CONVERGENCE
Minecraft subverted gaming development, but moved forwards in technological convergence. This development is seemingly vital, with the synergy of Microsoft and Nintendo, a rival company, the intention is to spread the game worldwide.
SOCIAL PROBLEMS WITH MINECRAFT:
//Addiction
//Not sleeping properly
//Poor school performance
//Production - planning, developing and making a product.
//Distribution - All the processes linked to delivering the product to the audience.
//Circulation - The number of copies that are sold.
//Consumption - The way products are used by the audience/consumer.
//Conglomerate Ownership - Ownership by a company that owns numerous other companies.
//Vertical Integration - The merging together of two businesses that are at different stages of production - for example, a food manufacturer and a chain of supermarkets.
//Diversification - the process of a company enlarging or varying its range of products or field of operation.
//technological Integration - When a piece of hardware takes on the functions of others, an ‘all-in-one’ device.
HOW IS THE PRODUCTION, DISTRIBUTION, AND CIRCULATION OD MINECRAFT AFFECTED BY IT BEING PART OF A SPECIALISED AND NICHE INDUSTRY?
//The technological world is fast-moving and developing quicker than other industries.
//The simplistic nature of Minecraft appeals to a range of Audiences.
//It is multi-platform, so you can use it on smartphones (on the go) and gives it a wider audience range.
//Now it has a story mode, appealing to normal game conventions, it adds to the original game with a distinct narrative.
WHAT IS THE RELATIONSHIP BETWEEN TECHNOLOGICAL CHANGE AND THE PRODUCTION, DISTRIBUTION AND CIRCULATION OF MINECRAFT?
//Most players used to log onto the game online and didn't need a physical copy of the game. When the Xbox and PlayStation versions were released, they offered digital versions of the same game across Windows 10 to promote the Microsoft brand across home computers (synergy).
//Users were encouraged to download the game through Cloud servers rather than physical copies which would incur more of cost for the institution.
//Physical copies were released around 6 months after the downloadable version to limit the impact of piracy, hacking and file sharing.
//The introduction of Minecraft Realms (2013) has tried to give the producers more control over the distribution and circulation of the game since Professional-amateur consumers were creating their own virtual spaces and hacks across illegitimate servers e.g. Wizardhax.
HOW HAS OWNERSHIP AFFECTED MINECRAFT?
//It's ownership changed to Microsoft and has been diversified.
//Facebook bought Occulus in March 2014 and Markus wouldn't develop Minecraft with it because Facebook isn't owned by Grassroot Games.
//Ideology of game developers surrender their creative licenses to conglomerates for better profits.
//Microsoft bought Mojang for 2.5 billion for long-term.
HOW IS MINECRAFT REGULATED AND GOVERNED OR MONITORED?
//Minecraft was initially Pegi-7, but Story Mode is rated higher because it has a narrative.
//In 2016, there was an online market place created to trade maps and skins, monitored by Mojang.
//Minecraft Realms are hosted on specialised servers by Mojang. There are extensive Terms and Conditions that explain that ownership of intellectual content doesn't necessarily lie with the creator.
//The company owns everything created using blocks and accreditation is not guaranteed to players.
The industry is part of the technological world, developing possibly more than any other. In the 90's, there was big shift in video gaming technology, moving into 3D POV games, that were less pixilated. This development continued into the 2000's as realism and artistry developed. Minecraft doesn't fit into the development arch, going back to basic and simplistic roots to appeal to a range of audiences. It is 'rule-less' and gives the player freedom to immerse themselves in and create their own world.There is infinite playability with no limits, with a strong community and a lack of narrative that appeals to human desires. The players market the game themselves and it is not genre specific, being a cross-platform game.
TECHNOLOGICAL CHANGE = DIGITAL CONVERGENCE
Minecraft subverted gaming development, but moved forwards in technological convergence. This development is seemingly vital, with the synergy of Microsoft and Nintendo, a rival company, the intention is to spread the game worldwide.
SOCIAL PROBLEMS WITH MINECRAFT:
//Addiction
//Not sleeping properly
//Poor school performance
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