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The Role of Virtual Worlds in the Success of Video Games as Cultural Products The Gaming Industry as an Economic and Cultural Juggernaut

Political Economy of Gaming and Place

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Page 1: Political Economy of Gaming and Place

The Role of Virtual Worlds in the Success of Video Games as

Cultural Products

The Gaming Industry as an Economic and Cultural

Juggernaut

Page 2: Political Economy of Gaming and Place

Halo 3

World of Warcraft

Page 3: Political Economy of Gaming and Place

170 million Sales in USD of Halo 3 in first 24 hours after release

9.7 million

Number of units sold of Halo 3 as of June 2009

1 billion Number of online multiplayer matches played of Halo 3

2 trillion Time spent in those online matches in seconds (64,000 years)

Page 4: Political Economy of Gaming and Place

11 million Number of players to have joined World of Warcraft as of Oct 20082 billion Approx. annual revenue in USD from those subscribers

14 million Number of copies sold of software needed to run WOW

600 millionApprox. revenue from sale of WOW software in USD

Page 5: Political Economy of Gaming and Place
Page 6: Political Economy of Gaming and Place

World building is important in all forms of fiction

Game worlds require a unique comprehensiveness due to the self-determinacy of the player

Place vs. space

Great games usually occur in great places

Page 7: Political Economy of Gaming and Place

Fallout 3

Page 8: Political Economy of Gaming and Place

Fallout 3

Grand Theft Auto IV

Page 9: Political Economy of Gaming and Place

Fallout 3

Grand Theft Auto IV

Braid

Page 10: Political Economy of Gaming and Place

These games exist within the context of larger game franchises.

Page 11: Political Economy of Gaming and Place
Page 12: Political Economy of Gaming and Place
Page 13: Political Economy of Gaming and Place

These games exist within the context of larger game franchises.

The continued development of a game franchise allows for the elaboration and expansion of the virtual world in which it takes place.

Page 14: Political Economy of Gaming and Place
Page 15: Political Economy of Gaming and Place

These games exist within the context of larger game franchises.

The continued development of a game franchise allows for the elaboration and expansion of the virtual world in which it takes place.

Star Wars as prime example of cross-media franchise

Page 16: Political Economy of Gaming and Place

Online social interaction within virtual worlds is a key distinguishing characteristic of video games.

Halo is a prime example of using a single player campaign as a platform to create places that allow for online interaction and competition.

Page 17: Political Economy of Gaming and Place

Online social interaction within virtual worlds is a key distinguishing characteristic of video games.

Halo is a prime example of using a single player campaign as a platform to create places that allow for online interaction and competition.

World of Warcraft works almost in reverse as an MMORPG based on social interaction with the capacity for individual gameplay.

Page 18: Political Economy of Gaming and Place

The transcendant franchises are able to make those worlds persistent places with unique and deep mythologies that people have connections with and wish to return to again and again.

Games are becoming an increasingly important part of our culture and our cultural economy.

The most successful games combine compelling gameplay with elaborate virtual worlds