Team Awesome

Team Awesome
Nothing or Everything. We Decide.

Monday, 20 May 2013

Section 2 Terminology

Videogames -

Personalisation - ability to adapt things in a game and share - prosumer - skateparks in skate

Interactivity - enhanced - between gamers / gamers and game - playing multiplayer skate games on Skate 3, and building own skateparks and filming skate edits.

Instant gratification - don't have to wait anymore for new things - easy to just download new content
Undemand Culture - audience always wants new content/ideas - DLC - instant gratification allows this

The videogames industry use these to their own advantages - making more money, change acceleration marketing

There are different videogame audiences - online and offline - offline audiences do not benefit much from media and the online age - for example Skate 3 is very similar to Skate 2, just with the addition of online multiplayer which in offline career mode you cannot access, which shows how it doesn't benefit the offline gamer.

Future - online multiplayer doesn't benefit everyone - offline career modes and single player interactivity needs to be enhanced in the future - for example the oculus rift virtual games console

Film -

megaupload.com - peer 2 peer file sharing website for films - shut down - affecting the industry badly

How piracy affects small budget films - no revenue is produced, however the benefit is that people are still watching the producers film - without the internet, long tail, they probably wouldn't have seen it

Cinema needs to enhance its technologies to encourage consumers to visit more - better surround sound, new Dolby 5.1 surround sound system, cheaper cinema tickets would help as well

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