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Digital Gaming and the
Media Playground
CHAPTER 3
Video Games and the Digital Turn
Video Games are inherently digital, which means that they have been affected by the digital turn
in a different way than other forms of media
Microsoft now markets the Xbox as an all-in-one media system. Digital convergence?
Will virtual reality be the next evolution of digital gaming?
Facebook CEO Mark Zuckerberg thinks virtual reality will be the next interface for everything
else in the media business (that’s why they bought Oculus VR for $2 billion)
Electronic Games Offer Play,
Entertainment, and Social Interaction
Video games enable players to interact with aspects of the medium in the context of the game
Digital gaming has become a medium as compelling and distracting as other social media
The Development of
Digital Gaming
The Development of Digital Gaming
By the 1950s, there were early versions of the video games we know today
1975 = Pong
Four major formats for digital games:
1. Television
2. Handheld
3. Computers
4. The Internet
Video game industry projected to be worth $111 billion in 2015
Many Types of Video Games
Mechanical Gaming
Pinball machine: Players manipulate the path of a metal ball on a covered playing field
Started out where you could only control launching the ball (game of chance). It became a
mechanical game when they added the flippers to move the ball back up the board
The First Video Games
1972:
First home television game was Odyssey—a series of simple aiming and sports games
Pong becomes popular in arcades—it makes noise, unlike Odyssey
Arcades and Classic Games
Arcades signaled electronic gaming’s potential as a social medium, because many games
allowed players to play with or compete against each other
Early games required players to identify with a position on the screen
After Pac-Man, the avatar became the most common figure of player control and position
identification
Consoles and Advancing Graphics
Consoles: Devices specifically used to play video games
Three major console makers: Nintendo, Sony, and Microsoft
Consoles and Advancing Graphics
2006, Nintendo releases the Wii, which took the often-sedentary nature out of gameplay
Not all games are available on all consoles, creating demand for a specific console or system
Gaming on Home Computers
In the 1980s and 1990s, personal computers held some clear advantages over console gaming
The versatility of keyboards (compared with simple early console controllers) allowed for
ambitious puzzle solving games like Myst
Faster processing speeds allowed for richer, more detailed graphics
The Internet Transforms
Gaming
The Internet Transforms Gaming
Sega Dreamcast, 1999—the first console to feature a built-in modem
Online gaming allows for team play and social interaction
The internet enabled the spread of video games to converged devices like tablets and smart
phones
The connectivity of the internet has also opened the door to social gaming, virtual worlds, and
MMO games
MMORPGs, Virtual Worlds, and Social
Gaming
MMORPGs: Games set in virtual worlds that require users to play through an avatar of their own
design
Online fantasy sports: Players assemble teams and use actual sports results to determine scores
in their online games. Digital convergence?
Convergence: From Consoles to Mobile
Gaming
Digital games were once welded to computers and consoles (not unlike other media)
Today, games can be consumed almost anywhere and in a number of ways
Video game consoles are increasingly part of the same technological convergence that gives
devices like smartphones and tablets multiple functions
Consoles Become Entertainment Centers
Video game consoles, once used exclusively for games, now work as powerful entertainment
centers, with multiple forms of media converging in a single device
Xbox One and PS4 can act as DVD/Blu-Ray players and DVRs, and offer access to social media
and video chat (and more)
PS4, Xbox, and Wii offer connections to stream programming from sources like Netflix and Hulu
Xbox—which has Kinect’s voice recognition system—has been the most successful in becoming a
converged device for home entertainment
Portable Players and Mobile Gaming
Simple handheld players made games portable long before the advent of internet-connected
touchscreen mobile devices
Portable Players and Mobile Gaming
Portable players face competitions from the widespread use of smartphones and touchscreen
tablets
Even people who wouldn’t identify themselves as gamers may kill time between classes or
waiting in line by playing games on their phones
Apple—Game Center and App Store
Google Play
Due to digital convergence, gaming has become an everyday form of entertainment, rather than
the niche pursuit of hard-core enthusiasts
The gaming industry has achieved mass medium status on par with television and film
In 2013, the film industry garnered $35.9 billion. The gaming industry made $93 billion
The Media Playground
The Media Playground
Different kinds of games, from casual games to full-blown, Hollywood-like immersive adventure
games
Video Game Genres
The Entertainment Software Association classifies games by gameplay rather than by any sort of
visual or narrative style
Gameplay: The way in which the rules structure how players interact with the game
Action and Shooter Games
Action Games: Ask players to test their reflexes and to punch, slash, shoot, or throw as
strategically and accurately as possible so as to make their way through a series of levels. These
usually emphasize combat-type situations
First-Person Shooter Games: Allow players to actually feel as though they are holding the
weapon and to feel physically immersed in the drama
Adventure Games
Adventure Games: A type of gameplay that is in many ways the opposite of action games.
Typically nonconfrontational in nature, adventure games require players to interact with
individual characters and environments in order to solve puzzles
Role-Playing Games
Role-Playing Games: Typically set in a fantasy or sci-fi world in which each player (there can be
multiple) chooses to play as a character that specializes in a particular skill set. Players embark
on a predetermined adventure and interact with the game’s other inhabitants and each other,
making choices that bring about diverse outcomes
Strategy and Simulation Games
Strategy Games: The perspective is omniscient, with the players surveying the entire “world,” or
playing field, and making strategic decisions that will make or break this world
Simulation Games: Involve managing resources and planning worlds, but these worlds are
typically based in reality
Casual Games
Casual Games: Games that have very simple rules and are quick to play
Sports, Music, and Dance Games
Sports Games: Players engage in competitive or cooperative play. Realistic features, with varying
speeds and trajectories that differ based on player control; sophisticated playbooks and player
statistics; voice commentary which allows players to hear the game as if it were a real TV
broadcast
Music and Dance Games: Experiential games which allow players to dance or play music as if
they were participating in a real performance
Communities of Play: Inside the Game
Virtual communities often crop up around online video games and fantasy sports leagues.
Players may get to know one another in the game without ever meeting in person
PUGs: Pick up groups are temporary teams usually assembled by matchmaking programs
integrated in the game
Noobs: Clueless beginners
Ninjas: Players who snatch loot out of turn and then leave the group
Trolls: Players who delight in intentionally spoiling the gaming experience for others
Guilds or Clans: Teams who band together to complete difficult challenges requiring coordinated
group activity
Communities of Play: Outside the Game
Video game communities also form outside of games, through web sites and even face-to-face
gatherings dedicated to electronic gaming in its many forms.
This phenomenon is similar to the formation of online and in-person groups to discuss other
mass media, like movies, TV shows, or books
These communities extend beyond gameplay, enhancing the social experience gained through
the games
Collective Intelligence
What is unusual about game developers and the game industry is their interest in listening to
gamers and the communities in order to gather new ideas and constructive criticism and to
gauge popularity. Gamers also collaborate with each other to share shortcuts and solve quests.
Collective Intelligence: The sharing of knowledge and ideas
Modding: Slang for modifying game software or hardware
Game Sites
Games sites and blogs are among the most popular external communities for gamers
16-19 million users per site per month, mostly male, 18-34 years old
Conventions
There are conventions and expos where video game enthusiasts can come together in person to
test out new games and other new products, play old games in competition, and meet video
game developers
Trends and Issues in
Digital Gaming
Trends and Issues in Digital Gaming
The ever-growing relationship between video games and other media, such as books, movies,
and TV, leaves no doubt that digital gaming has a permanent place in our culture
Violent and misogynistic content has from time to time spurred calls for more regulation of
electronic games
As games permeate more aspects of culture and become increasingly available in nonstandard
formats and genres, they may also become harder to define and regulate
Electronic Gaming and Media Culture
Beyond the immediate industry, electronic games have had a pronounced effect on media
culture
Electronic Gaming and Advertising
Advergames: Video games created for purely promotional purposes
In-game Advertisements: Ads are integrated into the game as billboards, logos, or storefronts
Addiction and Other Concerns
Parents, politicians, the medical establishment, and media scholars have expressed concern
about the addictive quality of video games, especially MMORPGs
Addiction
In the United States, 8.5% of gamers were found to be addicted. This can lead to depression,
social phobias, and increased anxiety
Males are much more susceptible to game addiction than females
Cultivating compulsiveness is the aim of most video game design. Designers include constant in-
game incentives for obsessive play
Addiction is especially common in MMORPGs that make money from long-term engagement by
selling expansion packs or charging monthly fees. These games have elaborate achievement
systems and rewards, all aimed at turning casual players into habitual ones
However, there can be positive outcomes of digital games, such as the mental stimulation and
educational benefits of games like SimCity, or the health benefits of Wii Fit
Violence and Misogyny
Video games have been accused of being a factor in violent episodes, such as the Columbine
school shooting
Early research linked violent video games to aggressive thoughts or hostility. Current research
suggests that the personality traits of players should be of greater concern than the games
Individuals with a combination of high neuroticism, low agreeableness and low
conscientiousness are more susceptible to the negative outcomes associated with violent video
games
Violence against women is often depicted in video games
Few women are on the career path to be involved in game development.
Regulating Gaming
For decades, concern about violence in video games has led to calls for regulation
Entertainment Software Rating Board (ESRB): A labeling system designed to inform parents of
sexual and violent content that may not be suitable for younger players
Publishers aren’t required to submit their games for ESRB rating, but many retailers won’t sell
games that aren’t rated
Game ratings: EC (early childhood), E (everyone), E10+ (everyone 10+), T (teen), M (mature), AO
(adults only)
California passed a law in 2005 to fine stores for selling video games rated M or AO to minors
Supreme Court struck down the law, setting a difficult precedent for the establishment of other
laws regulating video games
The Future of Gaming and Interactive
Environments
Gaming technology of the future promises a more immersive and portable experience that will
touch even more aspects of our lives
Video games will move beyond just entertainment
The Business of Digital
Gaming
The Business of Digital Gaming
About 72 percent of households play computer or video games
The entire U.S. video game market adds up to about $20.8 billion annually, while global sales are
about $111 billion
Today’s audience for games extends beyond the young-male gamer stereotype
The population of casual gamers has grown much more diverse
Digital gaming companies can make money selling online subscriptions, companion books, and
movie rights
The Ownership and Organization of
Digital Gaming
For years, the two major components of the gaming industry have been the console makers and
the game publishers
The emergence of game platforms on mobile devices and on social networks has expanded the
game market and brought new game publishers into the field
Console Makers
Three major console makers:
Nintendo and Sony (both headquartered in Japan) have had a long-standing rivalry
By 1997, the rivalry was resolved, with Nintendo claiming the market for children up to age 14,
and Sony dominating the market of young-adult gamers. PlayStation 2 became the most
successful console of all time. Nintendo 64’s Super Mario 64 has been dubbed the “best video
game ever”
Microsoft came into the market in 2000 with the Xbox. First to have a built-in hard drive, first to
have an online service, and first to have Dolby Digital sound
Game Publishers
Some games are proprietary, meaning they are only available on specific consoles
More often, game publishers are independent companies, distributing games that play across
multiple platforms
Activision Blizzard—Activision allowed its developers to game name credits on games, which
drew better programmers, resulting in titles like X-Men, Call of Duty, and Guitar Hero. Blizzard
was concerned with game quality, artistic achievement, and commitment to the fans. Titles like
Diablo, Starcraft, and World of Warcraft
Electronic Arts—Believes video games are an art form and programmers are artists. Big
breakthrough was John Madden Football, and EA continues to be known for sports games, as
well as titles like Battlefield, Rock Band, and Mass Effect
New companies specialize in casual games—Zynga and Rovio
Other top game publishers—Square Enix, Ubisoft, Sega, THQ, and Namco Bandai
The Structure of Digital Game Publishing
Games that represent the current standard for technical excellence (AAA games) can cost as
much as a blockbuster film to make and promote
To get Star Wars: The Old Republic ready for publications, EA assembled 1.6 million players to
test an early version of the game. It had more voice-acting than any other game
Development
Development: The money spent designing, coding, scoring, and testing a game
The largest part of the development budget goes to paying talent, digital artists, and game
testers
Each new generation of gaming platforms doubles the number of people involved in designing,
programing, and missing digitized images and sounds
Licensing
Two types of licensing:
1. Pay royalties to the console manufacturers (Microsoft, Nintendo, or Sony) for the right to
distribute a game using their systems
2. Intellectual properties—stories, characters, personalities, and music that require licensing
agreements
For example, John Madden reportedly signed a $150 million deal with EA Sports in 2005 that
allowed the company to use his name and likeness for the next 10 years
Marketing
The marketing costs of launching an electronic game often equal or exceed the development
costs
The promotion of a new video game often resembles that of a blockbuster movie
Rockstar Games reportedly spent $150 million marketing Grand Theft Auto V in 2013
Selling Digital Games
Just as digital distribution has altered the relationship between other mass media and their
audiences, it has transformed the selling of electronic games
Although the selling of $60 AAA console games at retail stores is still an enduring model, many
games are now free (with opportunities for hooked players to pay for additional play features),
and digital stores are making access to games almost immediate
Pay Models
Three main pay models in the electronic game industry:
1. Boxed game/retail model—Most traditional model and dates back to cartridges
2. Subscription model—Gamers pay a monthly fee to play
3. Free to play (Freemium)—Common with casual and online games
Video Game Stores
One major chain devoted entirely to new and used video games
The traditional brick-and-mortar chain GameStop is trying to negotiate the digital turn
Selling customers video game access codes to digital game downloads in the stores, selling
Android tablets and refurbished iPads, and investing in other digital gaming companies
Digital Distribution
All three major consoles are Wi-Fi capable, and each has its own digital store
Steam—More than 75 million subscribers and about 50 percent of the PC game distribution
market
Apple’s App Store and Google Play—Users can purchase games on mobile devices
Alternative Voices
The advent of mobile gaming has provided a new entry point for independent game developers
However, time and money are still required to develop quality games
Game developers can get funding on Kickstarter
Rovio made 51 failed app games in 6 years and nearly folded before Angry Birds became a
worldwide success in 2009-2010

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Chapter 3 Digital Gaming and the Media Playground

  • 1. Digital Gaming and the Media Playground CHAPTER 3
  • 2. Video Games and the Digital Turn Video Games are inherently digital, which means that they have been affected by the digital turn in a different way than other forms of media Microsoft now markets the Xbox as an all-in-one media system. Digital convergence? Will virtual reality be the next evolution of digital gaming? Facebook CEO Mark Zuckerberg thinks virtual reality will be the next interface for everything else in the media business (that’s why they bought Oculus VR for $2 billion)
  • 3. Electronic Games Offer Play, Entertainment, and Social Interaction Video games enable players to interact with aspects of the medium in the context of the game Digital gaming has become a medium as compelling and distracting as other social media
  • 5. The Development of Digital Gaming By the 1950s, there were early versions of the video games we know today 1975 = Pong Four major formats for digital games: 1. Television 2. Handheld 3. Computers 4. The Internet Video game industry projected to be worth $111 billion in 2015
  • 6. Many Types of Video Games
  • 7. Mechanical Gaming Pinball machine: Players manipulate the path of a metal ball on a covered playing field Started out where you could only control launching the ball (game of chance). It became a mechanical game when they added the flippers to move the ball back up the board
  • 8. The First Video Games 1972: First home television game was Odyssey—a series of simple aiming and sports games Pong becomes popular in arcades—it makes noise, unlike Odyssey
  • 9. Arcades and Classic Games Arcades signaled electronic gaming’s potential as a social medium, because many games allowed players to play with or compete against each other Early games required players to identify with a position on the screen After Pac-Man, the avatar became the most common figure of player control and position identification
  • 10. Consoles and Advancing Graphics Consoles: Devices specifically used to play video games Three major console makers: Nintendo, Sony, and Microsoft
  • 11. Consoles and Advancing Graphics 2006, Nintendo releases the Wii, which took the often-sedentary nature out of gameplay Not all games are available on all consoles, creating demand for a specific console or system
  • 12. Gaming on Home Computers In the 1980s and 1990s, personal computers held some clear advantages over console gaming The versatility of keyboards (compared with simple early console controllers) allowed for ambitious puzzle solving games like Myst Faster processing speeds allowed for richer, more detailed graphics
  • 14. The Internet Transforms Gaming Sega Dreamcast, 1999—the first console to feature a built-in modem Online gaming allows for team play and social interaction The internet enabled the spread of video games to converged devices like tablets and smart phones The connectivity of the internet has also opened the door to social gaming, virtual worlds, and MMO games
  • 15. MMORPGs, Virtual Worlds, and Social Gaming MMORPGs: Games set in virtual worlds that require users to play through an avatar of their own design Online fantasy sports: Players assemble teams and use actual sports results to determine scores in their online games. Digital convergence?
  • 16. Convergence: From Consoles to Mobile Gaming Digital games were once welded to computers and consoles (not unlike other media) Today, games can be consumed almost anywhere and in a number of ways Video game consoles are increasingly part of the same technological convergence that gives devices like smartphones and tablets multiple functions
  • 17. Consoles Become Entertainment Centers Video game consoles, once used exclusively for games, now work as powerful entertainment centers, with multiple forms of media converging in a single device Xbox One and PS4 can act as DVD/Blu-Ray players and DVRs, and offer access to social media and video chat (and more) PS4, Xbox, and Wii offer connections to stream programming from sources like Netflix and Hulu Xbox—which has Kinect’s voice recognition system—has been the most successful in becoming a converged device for home entertainment
  • 18. Portable Players and Mobile Gaming Simple handheld players made games portable long before the advent of internet-connected touchscreen mobile devices
  • 19. Portable Players and Mobile Gaming Portable players face competitions from the widespread use of smartphones and touchscreen tablets Even people who wouldn’t identify themselves as gamers may kill time between classes or waiting in line by playing games on their phones Apple—Game Center and App Store Google Play Due to digital convergence, gaming has become an everyday form of entertainment, rather than the niche pursuit of hard-core enthusiasts The gaming industry has achieved mass medium status on par with television and film In 2013, the film industry garnered $35.9 billion. The gaming industry made $93 billion
  • 21. The Media Playground Different kinds of games, from casual games to full-blown, Hollywood-like immersive adventure games
  • 22. Video Game Genres The Entertainment Software Association classifies games by gameplay rather than by any sort of visual or narrative style Gameplay: The way in which the rules structure how players interact with the game
  • 23. Action and Shooter Games Action Games: Ask players to test their reflexes and to punch, slash, shoot, or throw as strategically and accurately as possible so as to make their way through a series of levels. These usually emphasize combat-type situations First-Person Shooter Games: Allow players to actually feel as though they are holding the weapon and to feel physically immersed in the drama
  • 24. Adventure Games Adventure Games: A type of gameplay that is in many ways the opposite of action games. Typically nonconfrontational in nature, adventure games require players to interact with individual characters and environments in order to solve puzzles
  • 25. Role-Playing Games Role-Playing Games: Typically set in a fantasy or sci-fi world in which each player (there can be multiple) chooses to play as a character that specializes in a particular skill set. Players embark on a predetermined adventure and interact with the game’s other inhabitants and each other, making choices that bring about diverse outcomes
  • 26. Strategy and Simulation Games Strategy Games: The perspective is omniscient, with the players surveying the entire “world,” or playing field, and making strategic decisions that will make or break this world Simulation Games: Involve managing resources and planning worlds, but these worlds are typically based in reality
  • 27. Casual Games Casual Games: Games that have very simple rules and are quick to play
  • 28. Sports, Music, and Dance Games Sports Games: Players engage in competitive or cooperative play. Realistic features, with varying speeds and trajectories that differ based on player control; sophisticated playbooks and player statistics; voice commentary which allows players to hear the game as if it were a real TV broadcast Music and Dance Games: Experiential games which allow players to dance or play music as if they were participating in a real performance
  • 29. Communities of Play: Inside the Game Virtual communities often crop up around online video games and fantasy sports leagues. Players may get to know one another in the game without ever meeting in person PUGs: Pick up groups are temporary teams usually assembled by matchmaking programs integrated in the game Noobs: Clueless beginners Ninjas: Players who snatch loot out of turn and then leave the group Trolls: Players who delight in intentionally spoiling the gaming experience for others Guilds or Clans: Teams who band together to complete difficult challenges requiring coordinated group activity
  • 30. Communities of Play: Outside the Game Video game communities also form outside of games, through web sites and even face-to-face gatherings dedicated to electronic gaming in its many forms. This phenomenon is similar to the formation of online and in-person groups to discuss other mass media, like movies, TV shows, or books These communities extend beyond gameplay, enhancing the social experience gained through the games
  • 31. Collective Intelligence What is unusual about game developers and the game industry is their interest in listening to gamers and the communities in order to gather new ideas and constructive criticism and to gauge popularity. Gamers also collaborate with each other to share shortcuts and solve quests. Collective Intelligence: The sharing of knowledge and ideas Modding: Slang for modifying game software or hardware
  • 32. Game Sites Games sites and blogs are among the most popular external communities for gamers 16-19 million users per site per month, mostly male, 18-34 years old
  • 33. Conventions There are conventions and expos where video game enthusiasts can come together in person to test out new games and other new products, play old games in competition, and meet video game developers
  • 34. Trends and Issues in Digital Gaming
  • 35. Trends and Issues in Digital Gaming The ever-growing relationship between video games and other media, such as books, movies, and TV, leaves no doubt that digital gaming has a permanent place in our culture Violent and misogynistic content has from time to time spurred calls for more regulation of electronic games As games permeate more aspects of culture and become increasingly available in nonstandard formats and genres, they may also become harder to define and regulate
  • 36. Electronic Gaming and Media Culture Beyond the immediate industry, electronic games have had a pronounced effect on media culture
  • 37. Electronic Gaming and Advertising Advergames: Video games created for purely promotional purposes In-game Advertisements: Ads are integrated into the game as billboards, logos, or storefronts
  • 38. Addiction and Other Concerns Parents, politicians, the medical establishment, and media scholars have expressed concern about the addictive quality of video games, especially MMORPGs
  • 39. Addiction In the United States, 8.5% of gamers were found to be addicted. This can lead to depression, social phobias, and increased anxiety Males are much more susceptible to game addiction than females Cultivating compulsiveness is the aim of most video game design. Designers include constant in- game incentives for obsessive play Addiction is especially common in MMORPGs that make money from long-term engagement by selling expansion packs or charging monthly fees. These games have elaborate achievement systems and rewards, all aimed at turning casual players into habitual ones However, there can be positive outcomes of digital games, such as the mental stimulation and educational benefits of games like SimCity, or the health benefits of Wii Fit
  • 40. Violence and Misogyny Video games have been accused of being a factor in violent episodes, such as the Columbine school shooting Early research linked violent video games to aggressive thoughts or hostility. Current research suggests that the personality traits of players should be of greater concern than the games Individuals with a combination of high neuroticism, low agreeableness and low conscientiousness are more susceptible to the negative outcomes associated with violent video games Violence against women is often depicted in video games Few women are on the career path to be involved in game development.
  • 41. Regulating Gaming For decades, concern about violence in video games has led to calls for regulation Entertainment Software Rating Board (ESRB): A labeling system designed to inform parents of sexual and violent content that may not be suitable for younger players Publishers aren’t required to submit their games for ESRB rating, but many retailers won’t sell games that aren’t rated Game ratings: EC (early childhood), E (everyone), E10+ (everyone 10+), T (teen), M (mature), AO (adults only) California passed a law in 2005 to fine stores for selling video games rated M or AO to minors Supreme Court struck down the law, setting a difficult precedent for the establishment of other laws regulating video games
  • 42. The Future of Gaming and Interactive Environments Gaming technology of the future promises a more immersive and portable experience that will touch even more aspects of our lives Video games will move beyond just entertainment
  • 43. The Business of Digital Gaming
  • 44. The Business of Digital Gaming About 72 percent of households play computer or video games The entire U.S. video game market adds up to about $20.8 billion annually, while global sales are about $111 billion Today’s audience for games extends beyond the young-male gamer stereotype The population of casual gamers has grown much more diverse Digital gaming companies can make money selling online subscriptions, companion books, and movie rights
  • 45. The Ownership and Organization of Digital Gaming For years, the two major components of the gaming industry have been the console makers and the game publishers The emergence of game platforms on mobile devices and on social networks has expanded the game market and brought new game publishers into the field
  • 46. Console Makers Three major console makers: Nintendo and Sony (both headquartered in Japan) have had a long-standing rivalry By 1997, the rivalry was resolved, with Nintendo claiming the market for children up to age 14, and Sony dominating the market of young-adult gamers. PlayStation 2 became the most successful console of all time. Nintendo 64’s Super Mario 64 has been dubbed the “best video game ever” Microsoft came into the market in 2000 with the Xbox. First to have a built-in hard drive, first to have an online service, and first to have Dolby Digital sound
  • 47. Game Publishers Some games are proprietary, meaning they are only available on specific consoles More often, game publishers are independent companies, distributing games that play across multiple platforms Activision Blizzard—Activision allowed its developers to game name credits on games, which drew better programmers, resulting in titles like X-Men, Call of Duty, and Guitar Hero. Blizzard was concerned with game quality, artistic achievement, and commitment to the fans. Titles like Diablo, Starcraft, and World of Warcraft Electronic Arts—Believes video games are an art form and programmers are artists. Big breakthrough was John Madden Football, and EA continues to be known for sports games, as well as titles like Battlefield, Rock Band, and Mass Effect New companies specialize in casual games—Zynga and Rovio Other top game publishers—Square Enix, Ubisoft, Sega, THQ, and Namco Bandai
  • 48. The Structure of Digital Game Publishing Games that represent the current standard for technical excellence (AAA games) can cost as much as a blockbuster film to make and promote To get Star Wars: The Old Republic ready for publications, EA assembled 1.6 million players to test an early version of the game. It had more voice-acting than any other game
  • 49. Development Development: The money spent designing, coding, scoring, and testing a game The largest part of the development budget goes to paying talent, digital artists, and game testers Each new generation of gaming platforms doubles the number of people involved in designing, programing, and missing digitized images and sounds
  • 50. Licensing Two types of licensing: 1. Pay royalties to the console manufacturers (Microsoft, Nintendo, or Sony) for the right to distribute a game using their systems 2. Intellectual properties—stories, characters, personalities, and music that require licensing agreements For example, John Madden reportedly signed a $150 million deal with EA Sports in 2005 that allowed the company to use his name and likeness for the next 10 years
  • 51. Marketing The marketing costs of launching an electronic game often equal or exceed the development costs The promotion of a new video game often resembles that of a blockbuster movie Rockstar Games reportedly spent $150 million marketing Grand Theft Auto V in 2013
  • 52. Selling Digital Games Just as digital distribution has altered the relationship between other mass media and their audiences, it has transformed the selling of electronic games Although the selling of $60 AAA console games at retail stores is still an enduring model, many games are now free (with opportunities for hooked players to pay for additional play features), and digital stores are making access to games almost immediate
  • 53. Pay Models Three main pay models in the electronic game industry: 1. Boxed game/retail model—Most traditional model and dates back to cartridges 2. Subscription model—Gamers pay a monthly fee to play 3. Free to play (Freemium)—Common with casual and online games
  • 54. Video Game Stores One major chain devoted entirely to new and used video games The traditional brick-and-mortar chain GameStop is trying to negotiate the digital turn Selling customers video game access codes to digital game downloads in the stores, selling Android tablets and refurbished iPads, and investing in other digital gaming companies
  • 55. Digital Distribution All three major consoles are Wi-Fi capable, and each has its own digital store Steam—More than 75 million subscribers and about 50 percent of the PC game distribution market Apple’s App Store and Google Play—Users can purchase games on mobile devices
  • 56. Alternative Voices The advent of mobile gaming has provided a new entry point for independent game developers However, time and money are still required to develop quality games Game developers can get funding on Kickstarter Rovio made 51 failed app games in 6 years and nearly folded before Angry Birds became a worldwide success in 2009-2010