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MINECRAFT-MEDIA
INDUSTRY
Weronika Pudlo
RECENT REPORT BY UKIE
SUGGESTS THAT :
The global games market is now worth in excess of US$100 billion
The estimate revenue is $120 billion by 2020
 The UK’s share of the market is just over $4 billion
The Chinse share of the market is $24.4 billion
The American share of the market is $23.6 billion
The Golden Age
Compared with film, radio, print
and television; video games are a
young form of media that have
grown largely since the
1970’s.The golden age of the
video game industry is said to
have been between 1978 and
1983 when the combined
revenue of US arcade and home
video gaming was worth $11.8
billion. This was larger then the
profits of the American film and
music industry put together.
Fall in Demand
But due to factors such as rival
consoles, poorly designed games
and lack of quality control meant
that the market crushed heavily.
Within two years of the peak the
game console industry in the US
was estimated to be worth less
than $100 billion
THE RESURGENCE
Over 30 years later, the video gaming industry had experienced a
positive resurgence with new types of ‘gamer’ and much tighter
regulations, this was helped by key developments in internet speeds
and accessibility. Therefore throughout man countries video games
are culturally and financially significant with the release of new games
and consoles from popular franchises classed as major economic
events
MINECRAFT
Minecraft is a sandbox game, created and developed by Swedish
based Mojang Studios.
The game has been described as a virtual world of Lego that
involves following simple instructions in order to play it: explore,
mine and build.
 Users only have to log in and proceed to create a world full of
textured 3D cubes.
There are predominantly two game modes: Creative or Survival,
although more recent additions include Adventure, Spectator and also
Multi-Player modes.
MINECRAFT
Without the commercial backing of a mainstream publisher, and no
money spent on advertising revenue, the game relied on word of
mouth between gamers and featured on sites such as the Penny
Arcade web comic to generate interest amongst gamers.
Consequently, by January 2011, the beta-version of the game had
passed over one million purchases in just only a month, and by April
2011 Persson estimated that US$33 million of revenue had been
made.
MINECRAFT
In November 2011 Minecraft had:
16 million registered users
4 million purchases
Due to its popularity, Minecraft was released across multiple platforms
becoming a commercially viable franchise with increased
interactivity.Pocket Edition was released on:
 Sony Xperia Play, available on Sony Xperia smartphones
Android
iOS
FORMATS
Availability-
By 2012
Xbox 360
Xbox Live.
In 2013
Pi Edition, meant for educational purposes for novice programmers and
players, was also released.
In 2014
Microsoft acquired Minecraft intellectual property for $2.5 billion. In 2015,
it reached 30 million copies sold. To date, over 121 official copies of the
game have been sold across a variety of formats and platforms.
DISTRIBUTIONS
Versions of the game can be purchased over the internet using
the Playstation Network
Xbox Live Arcade.
Nintendo platform which was excluded from the initial Minecraft
releases
Available to download from December 2015 with physical copies from
June 2016 and most recently for Nintendo Switch (May 2017) and
Nintendo 3DS (download only from September 2017). The Minecraft:
Story Mode - A Telltale Games series is also available via Steam.
CRITICAL RECEPTION
On its release, the game won five awards at three conferences,
including an Innovation Award, Best Debut Game, Best Downloadable
Game, Audience Award and Seumas McNally Grand Prize.
GENRE- SANDBOX GAME
A game free of structure and constraint
players are free to roam and make choices about how they use
available content
Sandbox games are often described as having open world settings
Minecraft later created a hybrid genre with the story versions and is
sometimes categorised as sandbox, survival
THE SPECIALISED AND INSTITUTIONAL
NATURE OF MEDIA PRODUCTION,
DISTRIBUTION AND CIRCULATION
A simple PC Java game has become a globally successful
phenomenon across all consoles and hand-held devices
Minecraft is now a multi-platform game which is not only just for PC
gamers but those who own smartphones, Microsoft consoles (Xbox);
Playstation 3, 4 and PS Vita; and more recently Nintendo consoles (Wii
U) and hand-held devices (Nintendo Switch and Nintendo New 3DS,
New 2DS XL and New 3DS XL) Modern versions of the game, notably
Minecraft: Story Mode, follow more of the recognisable institutional
conventions of game development including tutorials on how to play
the game, something the original Minecraft series never had.
THE RELATIONSHIP OF RECENT
TECHNOLOGICAL CHANGE AND MEDIA
PRODUCTION, DISTRIBUTION AND
CIRCULATIONDue to the original nature of the game, most players simply logged
in to play Minecraft and didn’t need a physical copy of the game.
When the Xbox and PlayStation versions were created there was
often a chance to offer digital versions of the same game across the
Windows 10 operating system to promote the Microsoft brand across
home computers, a form of synergy.
Users were often encouraged to download the game through the
cloud servers rather than a physical copy of the game which would
incur more of a cost for the institution. The pattern of release for
Minecraft shows that physical copies are often released six months
after the downloadable version, most likely as a way to limit the
impact of piracy, hacking and file sharing.
THE SIGNIFICANCE OF PATTERNS OF
OWNERSHIP AND CONTROL,
INCLUDING CONGLOMERATE
OWNERSHIP, VERTICAL INTEGRATION
AND DIVERSIFICATIONA division of the parent company, Microsoft; Mojang Studios is their only
first-party studio in Europe.
It was in the company’s interest to invest $2.5 billion to purchase Mojang
for long term revenue.
When Facebook bought Oculus in March 2014, Markus Persson was quick
to vocalise that he would not be developing a version of Minecraft with
Oculus because Facebook was not owned by a group of ‘grassroots’ game
developers.
When, Microsoft bought out Mojang and the intellectual property rights of
Minecraft in November 2014 of that year, plans to work on a virtual reality
version of Minecraft were renewed; Markus Persson’s stakes in the company
were no more. This can spark interesting debate about the ideology of game
developers and prosumers who often surrender their creative license to
conglomerate interests to maximise profits.
THE SIGNIFICANCE OF ECONOMIC
FACTORS, INCLUDING COMMERCIAL
AND NOT-FOR-PROFIT PUBLIC
FUNDING, TO MEDIA INDUSTRIES AND
THEIR PRODUCTSBudgets for games vary and Minecraft is a good example of a game
that was made and developed using readily available open source
software within the gaming community
The original Minecraft was created using Java giving it the advantage
of being cross-platform: it runs on Windows, Mac OS X, and Linux.
Minecraft has also been linked to non-profit projects such as the
UNs Block by Block project, which encourages communities around
the world to redesign their neighbourhoods using Minecraft.
 An educational version has also been developed, MinecraftEdu
(2012), which has several applications to help teach subject and
develop a culture of computer programming amongst digital natives.
HOW MEDIA ORGANISATIONS
MAINTAIN, INCLUDING THROUGH
MARKETING, VARIETIES OF AUDIENCES
NATIONALLY AND GLOBALLYFurther developments included the introduction of a physical Lego
set to encourage younger audiences as well as merchandise
opportunities and bonus content for buying more than one version of
the franchise across platforms. Culturally, other developers and
games studios have made intertextual references to Minecraft across
games such as Runescape and The Elder Scrolls V: Skyrim to name
but a few; Lady Gaga, South Park and The Simpsons have also
parodied Minecraft. All of this benefits the game by heightening its
exposure to audiences.
In 2019 there will be a joint venture with Warner Brothers to release
Minecraft the movie, this will be anticipated as having as much
commercial success as The Lego Movie, also a Warner Brothers Movie
THE IMPACT OF DIGITALLY
CONVERGENT MEDIA PLATFORMS ON
MEDIA PRODUCTION, DISTRIBUTI0N
AND CIRCULATION, INCLUDING
INDIVIDUAL PRODUCERS
The nature of the game and development in Java has meant that
there are several rival and clones to the game Minecraft
 Castleminer 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
One could argue that Minecraft was simply the right version of a
block building game at the right time; it also highlights the
importance of the emerging portable device market and capitalising
on audience desires.

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Minecraft

  • 2. RECENT REPORT BY UKIE SUGGESTS THAT : The global games market is now worth in excess of US$100 billion The estimate revenue is $120 billion by 2020  The UK’s share of the market is just over $4 billion The Chinse share of the market is $24.4 billion The American share of the market is $23.6 billion
  • 3. The Golden Age Compared with film, radio, print and television; video games are a young form of media that have grown largely since the 1970’s.The golden age of the video game industry is said to have been between 1978 and 1983 when the combined revenue of US arcade and home video gaming was worth $11.8 billion. This was larger then the profits of the American film and music industry put together. Fall in Demand But due to factors such as rival consoles, poorly designed games and lack of quality control meant that the market crushed heavily. Within two years of the peak the game console industry in the US was estimated to be worth less than $100 billion
  • 4. THE RESURGENCE Over 30 years later, the video gaming industry had experienced a positive resurgence with new types of ‘gamer’ and much tighter regulations, this was helped by key developments in internet speeds and accessibility. Therefore throughout man countries video games are culturally and financially significant with the release of new games and consoles from popular franchises classed as major economic events
  • 5. MINECRAFT Minecraft is a sandbox game, created and developed by Swedish based Mojang Studios. The game has been described as a virtual world of Lego that involves following simple instructions in order to play it: explore, mine and build.  Users only have to log in and proceed to create a world full of textured 3D cubes. There are predominantly two game modes: Creative or Survival, although more recent additions include Adventure, Spectator and also Multi-Player modes.
  • 6. MINECRAFT Without the commercial backing of a mainstream publisher, and no money spent on advertising revenue, the game relied on word of mouth between gamers and featured on sites such as the Penny Arcade web comic to generate interest amongst gamers. Consequently, by January 2011, the beta-version of the game had passed over one million purchases in just only a month, and by April 2011 Persson estimated that US$33 million of revenue had been made.
  • 7. MINECRAFT In November 2011 Minecraft had: 16 million registered users 4 million purchases Due to its popularity, Minecraft was released across multiple platforms becoming a commercially viable franchise with increased interactivity.Pocket Edition was released on:  Sony Xperia Play, available on Sony Xperia smartphones Android iOS
  • 8. FORMATS Availability- By 2012 Xbox 360 Xbox Live. In 2013 Pi Edition, meant for educational purposes for novice programmers and players, was also released. In 2014 Microsoft acquired Minecraft intellectual property for $2.5 billion. In 2015, it reached 30 million copies sold. To date, over 121 official copies of the game have been sold across a variety of formats and platforms.
  • 9. DISTRIBUTIONS Versions of the game can be purchased over the internet using the Playstation Network Xbox Live Arcade. Nintendo platform which was excluded from the initial Minecraft releases Available to download from December 2015 with physical copies from June 2016 and most recently for Nintendo Switch (May 2017) and Nintendo 3DS (download only from September 2017). The Minecraft: Story Mode - A Telltale Games series is also available via Steam.
  • 10. CRITICAL RECEPTION On its release, the game won five awards at three conferences, including an Innovation Award, Best Debut Game, Best Downloadable Game, Audience Award and Seumas McNally Grand Prize.
  • 11. GENRE- SANDBOX GAME A game free of structure and constraint players are free to roam and make choices about how they use available content Sandbox games are often described as having open world settings Minecraft later created a hybrid genre with the story versions and is sometimes categorised as sandbox, survival
  • 12. THE SPECIALISED AND INSTITUTIONAL NATURE OF MEDIA PRODUCTION, DISTRIBUTION AND CIRCULATION A simple PC Java game has become a globally successful phenomenon across all consoles and hand-held devices Minecraft is now a multi-platform game which is not only just for PC gamers but those who own smartphones, Microsoft consoles (Xbox); Playstation 3, 4 and PS Vita; and more recently Nintendo consoles (Wii U) and hand-held devices (Nintendo Switch and Nintendo New 3DS, New 2DS XL and New 3DS XL) Modern versions of the game, notably Minecraft: Story Mode, follow more of the recognisable institutional conventions of game development including tutorials on how to play the game, something the original Minecraft series never had.
  • 13. THE RELATIONSHIP OF RECENT TECHNOLOGICAL CHANGE AND MEDIA PRODUCTION, DISTRIBUTION AND CIRCULATIONDue to the original nature of the game, most players simply logged in to play Minecraft and didn’t need a physical copy of the game. When the Xbox and PlayStation versions were created there was often a chance to offer digital versions of the same game across the Windows 10 operating system to promote the Microsoft brand across home computers, a form of synergy. Users were often encouraged to download the game through the cloud servers rather than a physical copy of the game which would incur more of a cost for the institution. The pattern of release for Minecraft shows that physical copies are often released six months after the downloadable version, most likely as a way to limit the impact of piracy, hacking and file sharing.
  • 14. THE SIGNIFICANCE OF PATTERNS OF OWNERSHIP AND CONTROL, INCLUDING CONGLOMERATE OWNERSHIP, VERTICAL INTEGRATION AND DIVERSIFICATIONA division of the parent company, Microsoft; Mojang Studios is their only first-party studio in Europe. It was in the company’s interest to invest $2.5 billion to purchase Mojang for long term revenue. When Facebook bought Oculus in March 2014, Markus Persson was quick to vocalise that he would not be developing a version of Minecraft with Oculus because Facebook was not owned by a group of ‘grassroots’ game developers. When, Microsoft bought out Mojang and the intellectual property rights of Minecraft in November 2014 of that year, plans to work on a virtual reality version of Minecraft were renewed; Markus Persson’s stakes in the company were no more. This can spark interesting debate about the ideology of game developers and prosumers who often surrender their creative license to conglomerate interests to maximise profits.
  • 15. THE SIGNIFICANCE OF ECONOMIC FACTORS, INCLUDING COMMERCIAL AND NOT-FOR-PROFIT PUBLIC FUNDING, TO MEDIA INDUSTRIES AND THEIR PRODUCTSBudgets for games vary and Minecraft is a good example of a game that was made and developed using readily available open source software within the gaming community The original Minecraft was created using Java giving it the advantage of being cross-platform: it runs on Windows, Mac OS X, and Linux. Minecraft has also been linked to non-profit projects such as the UNs Block by Block project, which encourages communities around the world to redesign their neighbourhoods using Minecraft.  An educational version has also been developed, MinecraftEdu (2012), which has several applications to help teach subject and develop a culture of computer programming amongst digital natives.
  • 16. HOW MEDIA ORGANISATIONS MAINTAIN, INCLUDING THROUGH MARKETING, VARIETIES OF AUDIENCES NATIONALLY AND GLOBALLYFurther developments included the introduction of a physical Lego set to encourage younger audiences as well as merchandise opportunities and bonus content for buying more than one version of the franchise across platforms. Culturally, other developers and games studios have made intertextual references to Minecraft across games such as Runescape and The Elder Scrolls V: Skyrim to name but a few; Lady Gaga, South Park and The Simpsons have also parodied Minecraft. All of this benefits the game by heightening its exposure to audiences. In 2019 there will be a joint venture with Warner Brothers to release Minecraft the movie, this will be anticipated as having as much commercial success as The Lego Movie, also a Warner Brothers Movie
  • 17. THE IMPACT OF DIGITALLY CONVERGENT MEDIA PLATFORMS ON MEDIA PRODUCTION, DISTRIBUTI0N AND CIRCULATION, INCLUDING INDIVIDUAL PRODUCERS The nature of the game and development in Java has meant that there are several rival and clones to the game Minecraft  Castleminer 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 One could argue that Minecraft was simply the right version of a block building game at the right time; it also highlights the importance of the emerging portable device market and capitalising on audience desires.