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Impact of Digitization and Convergence VIDEO GAMING

Impact of digitization and convergence

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Page 1: Impact of digitization and convergence

Impact of Digitization and ConvergenceVIDEO GAMING

Page 2: Impact of digitization and convergence

Have you heard of :• Magic the Gathering

• PlayStation Vita

• Facebook

How about:• Internet

• Handheld

• Multiplayer

Page 3: Impact of digitization and convergence

• Those are the names in video gaming industry that gather popularity thanks to implementation of digitalization and convergence

Page 4: Impact of digitization and convergence

• Let’s start with basic concepts

Page 5: Impact of digitization and convergence

Digitization

Digitization is a process of converting analog information into digital format

Page 6: Impact of digitization and convergence

Digitization

• Manovich (2002) describes ‘when new media objects are created on computers (through the process of digitization), they originate in numerical form’ and ‘old media objects can be input into the computer to become digitized’

Page 7: Impact of digitization and convergence

• Few examples of games possible thanks to digitization from analog form

Page 8: Impact of digitization and convergence

Digitization made possible

“Magic the Gathering”

From Analog To Digital

Page 9: Impact of digitization and convergence

Digitization made possible

“Risk”

From Analog To Digital

Page 10: Impact of digitization and convergence

• Thanks to implementation of digitization, video gaming became an environment that is enriched with variety of board and dice games as well as games based on books and comics

Page 11: Impact of digitization and convergence

• Let’s talk about technology

Page 12: Impact of digitization and convergence

Convergence

• Technological process of bringing together multiple different elements and features of other technologies within the same device

Page 13: Impact of digitization and convergence

Convergence

• Jenkins (2001) “we are entering an era where media will be everywhere, and we all will use all kinds of media in relation to one another”

Page 14: Impact of digitization and convergence

Convergence

• Ip (2008) suggest that ‘digital convergence entails the fusion of any combination of technologies to allow more services and/or products to become available to consumers via a wider range of digital devices

Page 15: Impact of digitization and convergence

Features of many different technologies converged in one

• Wi-Fi

• OLED touchscreen

• Internet connection

• Motion sensor

• Camera

• Multiplayer

• GPS

• And many more

Page 16: Impact of digitization and convergence

Why those things matter so much for video gaming?

• In 2012 consumers spend on games 20.77 Billion dollars

• In US average household has at least one gaming device

• In Australia alone retail game sales reached 1.14 billion dollars

• Video game industry is worth 76 billion dollars

Page 17: Impact of digitization and convergence

• Video gaming is the fastest growing and the biggest entertainment industry in the world

Page 18: Impact of digitization and convergence

• References• Ip, B. (2008). Technological, content, and Market Convergence in

the Games Industry. Games and Culture, 3(2), 199-224.

• Jenkins, H. (2004). The Cultural Logic of Media Convergence. International Journal of Cultural Studies, 7(1), 33 -43.

• Jenkins, H., Li, X., Krauskopf, A. & Green, J. (2009). If It Doesn't Spread, It's Dead: Creating Value in a Spreadable Marketplace, Convergence Culture Consortium, retrieved from http://www.convergenceculture.org/web...

• Manovich, L. (2002). The Language of New Media. P. 28, 2001. The MIT Press. P. 28

Page 19: Impact of digitization and convergence

• Sources of statistics:• www.theesa.com/facts/pdfs/esa_ef_2013.pdf?

• http://au.playstation.com/psvitasystem/

• http://www.igea.net/2014/02/retail-sales-of-video-games-hold-steady-and-digital-sales-exceed-expectations/

• http://www.reportlinker.com/ci02073/Video-Game.html

Page 20: Impact of digitization and convergence

• Credits for media used:

• Cabeza2000 (2004) Game Options and Map Setup.[Screenshot]. Retrieved from http://www.mobygames.com/game/windows/risk-ii/screenshots/gameShotId,62794/

• Dyer, Jonathan (2008). Magic: the Gathering. Retrieved from http://www.flickr.com/photos/wallydyer/2854809948/sizes/m/in/photostream/

• Read, Derek (2013). Risk Night [Image]. Retrieved from http://www.flickr.com/photos/vancouverizer/9204203578/sizes/m/in/photolist-f2kX49-PFAAR-PFA22-PELD1-bgMxar-b77jwX-ZTHPd-e7RN8-4y4jDW-4y4i6b-4xZ74n-4xZ3bK/

Page 21: Impact of digitization and convergence

• Credits for media used: (cont.)

• Teamxbox (2011) Magic: The Gathering – Duels of the Planeswalkers. [Screenshot]. Retrieved from http://screenshots.teamxbox.com/screen/99458/Magic-The-Gathering-Duels-of-the-Planeswalkers-2012/

• TheVitaLounge (2013) PlayStation Vita Outsells Wii U in Japan Despite Mario Bump. [Screenshot]. Retrieved from http://thevitalounge.net/playstation-vita-outsells-wii-u-in-japan-despite-mario-bump/

Page 22: Impact of digitization and convergence

Created by Wiktor Mertyn for Web207 RWMC Curtin University

2014

• This work is licensed under a Attribution-NonCommercial-ShareAlike 3.0 Australia (CC BY-NC-SA 3.0)

• http://creativecommons.org/licenses/by-nc-sa/3.0/au/deed.en