Team Awesome

Team Awesome
Nothing or Everything. We Decide.

Wednesday, 9 January 2013

Initial Ideas - Media in the Online Age


Film Industry -

How have online media developed?

Past -

  • More people used to go to the cinema to view films. Tickets used to be fairly cheap.
  • I used to watch more films on the television. An example would be watching the Channel 4 Sunday evening film with my family every week
  • We used to use VHS tapes to watch films. VHS could also be used to 'tape' films from the television to watch later.
  • DVD took over VHS
Present -
  • Online - a lot of films are watched online using the internet nowadays. There are many ways to watch films online including the online rental of films using paid services such as Netflix or Lovefilm or YouTube Film.
  • Issues with film being so popular online include the piracy of film so that people can illegally view films for free. Debates are how online film piracy is affecting the film industry.

What has been the impact of the internet on media production?

  • Less DVDs are being bought in highstreet shops which are causing them to shutdown. An example would be the lack of people renting DVDs from Blockbuster which caused the majority of the shops to completely shut down. HMV are also struggling and are loosing a lot of money. 
  • With the internet being so easy to use and access nowadays, it has become easier for independent filmmakers to market their films to larger audiences. 

How has consumer behaviour and audience response transformed?

  • Film viewing has become more personal - watching films on portable laptops
To what extent has convergence transformed the media?
  • Film and music industry 
Videogames Industry -

How have online media developed?

Past

  • Tv Consoles: Sega Megadrive, Nintendo 64, Atari 2600, NES.
  • Portable consoles started to develop: Gameboy(Most Successful)
  • No Online Consoles avaliable until Playstation 2
  • PC games on Windows
  • All offline singleplayer and multiplayer games
Present
  • Online games on Handheld, Home Entertainment systems and Pcs
  • Nintendo, Sony and Microsoft being global institutions in the market.
  • Wii, PS3 and Xbox 360
  • Nintendos handheld range: DS, 3DS.
  • Sony hand helds: PSP, PSGo, PS Vita
  • Microsoft: Windows Phone using Live
  • Cloud Gaming
  • Onlive Streaming
  • Steam
  • Multiplayer with friends on the internet
  • Internet Flash games with high scores uploaded.
  • Mobile Gaming on phones, tablets.
What has been the impact of the internet on media production?
  • There is a lot of competition now due to the proliferation of consoles, games and the technology convergence of the media products. Most games are now expected to contain online capabilities with further distribution of DLC's in the future.
How has consumer behaviour and audience response transformed?
  • Previously you wouldn't find online ratings of a game like Amazon or Critics reviews for a game. Now you can find a lot of reviews of a game from different views because of criticism.
  • Makes game more lazy due to wireless technology converging with the consoles
  • Productions change due to what the customers want/say. This brings DLC's and patches from user response online on forums.
To what extent has convergence transformed the media?
  • Convergence of internet with everything.
  • Convergence of video games with music, film and internet to provide the user with all three. For example PS3 and Xbox 360 were originally gaming consoles but are now seen as home entertainment centers situated in the living rooms of family homes.
  • Convergence of film and games provides us with video trailers on YouTube.
  • You can now quickly access all media types from the internet. This provides the user with reviews on video games online within minutes whereas previously you would find them in magazines.

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