Minecraft revision lesson 3 and 4

 Explain the impact of digitally convergent media platforms on video game production, distribution and consumption (15)

Brief Macro- detailed Micro (structure)

Macro-The programming language used in game development can have an impact in how it is affected by platforms and their users

Micro- The nature of the game and development in Java has meant that there are several rival and clones to the game Minecraft. 'Castle miners' is just one example of a game with remarkable similarities and there is much scope for debate about how you go about copyrighting ideas if everyone is using open source software. Indeed, when Microsoft purchased Mojang, there was a surge in clone titles for rivals consoles such as Nintendo (who did not receive official versions for minecraft at that time) including battleminer for the Nintendo 3DS. Notice the slight variations in story narrative and the glaringly obvious similarities. One could argue that Minecraft was simply the right version of a block building at the right time; it also highlights the importance of the emerging portable device market and capitalising on audience desires.

Macro- in 2011, video gaming was increasingly focusing on online and multiplatform gaming, a response to the rise of gaming on a range of devices, other than consoles.

Micro- Minecraft is a great example of how it transformed into a game that was released on multiple platforms, to increase the market of profitability and exposure to consumers. The introduction of digitally convergent media allowed opportunities  to flow in from non traditional gamers to reach a wider audience who game on tablets and phones instead of the traditional PC. This is evident through the media convergence that allows global distribution for video games. This was exploited by Persson, meaning fewer physical copies were needed. Minecraft became a leading example of how the multi platform game is not only available on PC, but also handheld devices including smartphones.

Macro- The emergence of digitally convergent platforms brought about a huge surge in opportunities for synergy in the gaming industry. 

Micro- Minecraft took advantage of this and struck deals with Nintendo, the largest gaming software seller and Sony, a hardware manufacturer and global conglomerate. By 2014, the intellectual property rights were acquired by Microsoft, an American multinational technology company. These big companies had a vision for Minecraft, which could be globally distributed and marketed through its community. In addition to the sales of hardware, Minecraft gamers could be sold games, add-ons and a whole range of Merchandise including Minecraft Lego, magazines, T-Shirts, mugs and so on, as well as a proposed Minecraft movie with the Warner Brothers for 2022. This is a great example of how Minecraft had multiple conducts of revenue for its product,not only through gameplay, but merchandising, and in a short period of time it was able to brand itself as a global leading brand of a computing game.






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