What has been the impact of the internet on media production?
The impact of the internet has been revolutionary on media production, specifically the media areas of video games and film.
In the past video games production has been based convergence with other industries and competition with other companies. They also had to make physical copies of the games which cost a lot more to make and to run the factories compared with the current digital distribution market. Research was mainly based on competition from the other video games companies and was done by researching in physical reviews and copies of the games.
In the past we purchased physical consoles and games. For example our first games consoles were the Sega Megadrive and the Nintendo 64, with our first handheld consoles being Nintendo Gameboy Colour and Original Gameboy. These were all included in physical distribution, with no online presence to help sell or to add features to the game such as multiplayer gameplay. Marketing for these older cartridge based consoles would have been primarily television, word of mouth and magazines. Angry Birds definitely would not have existed in the past, because it uses the app store as an online distribution platform for mobiles. Games such as the EA Skate series could have existed, however only as offline competition/campaign/free skate mode. In the past Tony Hawks dominated the skateboarding game market.
Thanks to the Internet, there has been a recent increase in online distribution such as the EA store(origin), App Store and other mobile app stores and Steam. This allowed for smaller companies such as Rovio to create new apps such as Angry Birds to be distributed online. This then allowed for easy access to the game and future updates to be downloaded. The app store also shows another method of marketing allowing companies to place in game adverts in certain apps. Angry Birds also included many spin offs of its game and allowed for paid versions of the app with extra characters and levels. This is how the small company, Rovio, made their money. Being a online distributor of games, the app store saves money for companies by being able to sell the game just online and not making any physical copies. However after a few years of making the game it changed its distribution to multiple platforms which included PS3 and Xbox 360.
Skate is an example of a game series which has taken advantage of the Internet and its use of a social network. This is because Skate allows consumers to become prosumers by creating their own content for the game on skate.create and sharing it on their skate.feed. This distributes the game around their social network for their fellow skaters to share, comment, rate and consume the product. This all come from the use of web 2.0 and the fact it allows you to interact with information on the internet. This is also an example of 'change acceleration' because we as prosumers are pushing our own content 'horizontally' to each other instead of just the creators pushing the content 'vertically' down to us.
The future of video games is already happening now but at a slow pace. This is because companies like Onlive are creating streaming services that allow you to not even purchase a console. This also has created a new social network among the onlive crowd that allows you to be an audience to other gamers. There is also an increase in online distribution which seems to be pushing physical copies out of the way. The only limitation so far for this technology is the bandwidth of consumers internet. Most people don't have the internet speed to stream or even download games. The Oculus Rift is an example of a virtual reality console which attempt to pick up the failure of the past technology such as the Nintendo Virtual Boy. The future may also bring more prosumers creating their own content and putting the anonymity into the video games industry. This is because the line between being a professional and being a consumer is thin and soon there won't be a difference.
FIlm
In the past buying a camera was expensive for the consumer and so prosumer film production wasn't popular. The only usage of Super 8mm cameras was for holiday or home videos. There was no anonymity in the past because the difference between the professional and the consumer was clear. This is because there was no easy to use or affordable device that could come of use to become a prosumer. Thanks to the Internet this market has picked up. Without the Internet the main distribution method was on VHS or on the TV/Cinema. This shows that mostly professional films would have been shown and that Indie films were harder to get seen or noticed. Local film festivals would of screened indie films and would of been the only way to see them. Nelson Madison and Jonasson movies are independent film production companies that distribute their films onto YouTube. Without the Internet, their services would not have existed and many Indie Films would not have been seen.
Whereas now, we can see many Indie films online by looking on websites such as YouTube. Indie Rights distributes the film productions of Nelson Madison films. They distribute solely on YouTube and take advantage of their rental features. This has come from the easy to use cameras that now dominate the market and allow for normal consumers of professional films to become prosumers and create their own films. This creates anonymity in the film market because there is unknown interactions by who has made the film whether it be a professional or a normal consumer. Andrew Keen is a skeptic of Web 2.0 as he doesn't like the 'free-market' of consumers sharing low quality content on websites such as YouTube, as the 'amateurisation' is affecting the film industry.
The future will be tough for the film industry, consumers will continue to legally and illegally stream/download films using web 2.0 and the internet, and the industry will have to come up with different ways to get consumers back into the cinema watching films. Different technological changes in the industry will create an interest in going to the cinema, such as 48 frames per second, higher quality projections and larger screens; these changes will make people want to go to the cinema.
Showing posts with label Jack Sandham. Show all posts
Showing posts with label Jack Sandham. Show all posts
Monday, 25 February 2013
Sunday, 17 February 2013
Wednesday, 30 January 2013
Indie Rights YouTube - Nelson Madison Films - Case Study
Bringing you great indie films. Digital distribution by filmmakers for filmmakers. Let us put your film on YouTube Rentals, Google Play, iTunes, Vudu, Playstation, Amazon VOD, SNAG and Roku. Indie Rights is the distribution arm of Nelson Madison Films.
Links
Youtube
twitter.com/#!/nelsonmadison
Example Trailer
They distribute all kinds of film styles and genres -
They mainly distribute film trailers for independent films, however they also share horror, documentary, drama, comedy, short films, children's films, and educational videos for art, history, careers, food and science.
Monday, 28 January 2013
Online Film Distribution
What has been the impact of the internet of media on online production?
Youtube
Youtube now allows for pay per view rentals for movies. More importantly, for independent distributors. Ester Brym made the film 'Butterflies' in 2008 which is a documentary concentrating on the fame of Youtubes stars that distribute their content for free. This feature is also available for independent filmmakers such Ester, who contacted YouTube about distributing her film using the pay to view feature on YouTube, however at the time this feature was not fully developed on YouTube. Her film received than 3000 views an accounted from $6000 from using the pay to view feature in 2010, and has since received more than 180,000 views as a free to view YouTube video.
Independent film distributors
OrchardMovies is a great example of an independent film (and music) distributor on YouTube. They are the official distributor of the Zane Grey films, as well as sharing many trailers for different types of films. The videos all have Google Adsense adverts which will produce some revenue for Orchard Movies, however YouTube will take a larger percentage of the revenue earned.
Independent film makers
YouTube allows independent filmmakers to produce films and share them for free. Examples of filmmakers include Black Box Productions, Neumann Films, and Rougue Division Films.
Youtube partners
This is the link between YouTube and distributors which allows them to give a unique style on their channel and provides adverts.
Selling Films
Youtube
Youtube now allows for pay per view rentals for movies. More importantly, for independent distributors. Ester Brym made the film 'Butterflies' in 2008 which is a documentary concentrating on the fame of Youtubes stars that distribute their content for free. This feature is also available for independent filmmakers such Ester, who contacted YouTube about distributing her film using the pay to view feature on YouTube, however at the time this feature was not fully developed on YouTube. Her film received than 3000 views an accounted from $6000 from using the pay to view feature in 2010, and has since received more than 180,000 views as a free to view YouTube video.
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| Ester filming for Butterflies |
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| An example of a film available to purchase on YouTube, for £3.49 you get the film for 24 hours in DVD quality. |
Independent film distributors
OrchardMovies is a great example of an independent film (and music) distributor on YouTube. They are the official distributor of the Zane Grey films, as well as sharing many trailers for different types of films. The videos all have Google Adsense adverts which will produce some revenue for Orchard Movies, however YouTube will take a larger percentage of the revenue earned.
Independent film makers
YouTube allows independent filmmakers to produce films and share them for free. Examples of filmmakers include Black Box Productions, Neumann Films, and Rougue Division Films.
Youtube partners
This is the link between YouTube and distributors which allows them to give a unique style on their channel and provides adverts.
Selling Films
Thursday, 24 January 2013
New Media Studies 24/01/2013
Web 2.0 - How has online media developed? How is consumer behavior and audience response transformed by online media in relation to the past?
Change acceleration -
'A media landscaped defined by horizontal connection rather than vertical delivery' - this basically means media isn't being forced or pushed to us as the consumers, we are pushing it to other people (recommendation)
Video games - Two games that have become popular through word of mouth include popular titles such as Angry Birds by Rovio or Draw Something - in general the app store by Apple allows prosumers to push their own apps into the market instead of the apps being pushed to them. Independent games on Xbox market place or Steam are very popular.
Film - Film went from being viewed a lot in the cinema, to online alternatives such as YouTube, Netflix and LoveFilm which allow the consumers to watch films from their computers and create films of their own to be pushed out to other people. The online films can easily be shared to social networking websites after they have been watched.
A popular channel on YouTube at the moment is for distribution of independent short films that are being screened at the Sundance Film Festival. A selection of 12 short films are available to watch, to give people a taster of what is to at the film festival. View 'The Screening Room' youtube channel by clicking here.
Convergence - What has been the impact of the internet on media production? To what extent has convergence transformed the media?
Prosumers - 'now, it's not so easy to see where one media ends and another begins, or where the producers end and the consumers begin' - this basically means the line between producers and consumers has become very small, which is why they are known as prosumers, which means they are consuming the media whilst at the same time producing it by themselves for other consume.
The convergence between the internet and the industries show how people can become producers by using the internet.
Videogames - LittleBigPlanet allows you to create your own content and share it online to other users.
Films - Youtube allows you to share your own films from cameras because of the easy access of high quality filming equipment and sharing methods. You can then comment on other films on YouTube to continue your involvement so that the independent film community can see your work.
Technological Determinism - How is consumer behavior and audience response transformed by online media in relation to the past?
Is basically technological change as the main reason for historical or social changes. Everyone now searches on Google which creates the term 'I'll just Google it' which changes our social outlook on things. Whereas previously we would go to books such as an encyclopedia or dictionary.
Videogames - More people play online with other people, and talk to other people rather than just playing single player campaign modes on your own. This shows that videogames have become much more sociable as you are talking to other people. The rise of Xbox Live party chat allows you to create a virtual chat with many people whilst either playing the same game or even different games. It's now become a natural social action to create a party chat with others instead of just playing on your own. This also happens with Steam chat.

Film - Before the internet there was a book with every film inside it, with a short synopsis of each film, the year it was made and the director, all in alphabetical order within the book. The online age has changed this because now people will use the Internet Movie Database IMDB to research films and their reviews, trailers and ratings.
Herbert Mercuse
Change acceleration -
'A media landscaped defined by horizontal connection rather than vertical delivery' - this basically means media isn't being forced or pushed to us as the consumers, we are pushing it to other people (recommendation)
Video games - Two games that have become popular through word of mouth include popular titles such as Angry Birds by Rovio or Draw Something - in general the app store by Apple allows prosumers to push their own apps into the market instead of the apps being pushed to them. Independent games on Xbox market place or Steam are very popular.
Film - Film went from being viewed a lot in the cinema, to online alternatives such as YouTube, Netflix and LoveFilm which allow the consumers to watch films from their computers and create films of their own to be pushed out to other people. The online films can easily be shared to social networking websites after they have been watched.
A popular channel on YouTube at the moment is for distribution of independent short films that are being screened at the Sundance Film Festival. A selection of 12 short films are available to watch, to give people a taster of what is to at the film festival. View 'The Screening Room' youtube channel by clicking here.
Convergence - What has been the impact of the internet on media production? To what extent has convergence transformed the media?
Prosumers - 'now, it's not so easy to see where one media ends and another begins, or where the producers end and the consumers begin' - this basically means the line between producers and consumers has become very small, which is why they are known as prosumers, which means they are consuming the media whilst at the same time producing it by themselves for other consume.
The convergence between the internet and the industries show how people can become producers by using the internet.
Videogames - LittleBigPlanet allows you to create your own content and share it online to other users.
Films - Youtube allows you to share your own films from cameras because of the easy access of high quality filming equipment and sharing methods. You can then comment on other films on YouTube to continue your involvement so that the independent film community can see your work.
Technological Determinism - How is consumer behavior and audience response transformed by online media in relation to the past?
Is basically technological change as the main reason for historical or social changes. Everyone now searches on Google which creates the term 'I'll just Google it' which changes our social outlook on things. Whereas previously we would go to books such as an encyclopedia or dictionary.
Videogames - More people play online with other people, and talk to other people rather than just playing single player campaign modes on your own. This shows that videogames have become much more sociable as you are talking to other people. The rise of Xbox Live party chat allows you to create a virtual chat with many people whilst either playing the same game or even different games. It's now become a natural social action to create a party chat with others instead of just playing on your own. This also happens with Steam chat.

Film - Before the internet there was a book with every film inside it, with a short synopsis of each film, the year it was made and the director, all in alphabetical order within the book. The online age has changed this because now people will use the Internet Movie Database IMDB to research films and their reviews, trailers and ratings.
Herbert Mercuse
Wednesday, 23 January 2013
Web 2.0
What is Web 1.0?
Mostly a space for web browsing and reading from 1993 - 2003.
'It's hard to define Web 1.0 for several reasons. First, Web 2.0doesn't refer to a specific advance in Web technology. Instead, Web 2.0 refers to a set of techniques for Web page design and execution. Second, some of these techniques have been around since the World Wide Web first launched, so it's impossible to separate Web 1.0 and Web 2.0 in a time line. The definition of Web 1.0 completely depends upon the definition of Web 2.0.'
Web 1.0 sites are static. - A web page that doesn't update.
Web 1.0 sites aren't interactive. - Users cannot interact with the website but only view it.
Web 1.0 applications are proprietary. - Users cannot view the source code for the website.
What does Chris Anderson say about Web 2.0?
There is unlimited demand for everything and anything. It provides a mass of niche products sourced from all kind of producers and distributors. Web 2.0 can open the door to flexi-choice consumer led sales model for twenty-first-century media.
What is the Long Tail?
A book written by Chris Anderson explaining:
"Our culture and economy is increasingly shifting away from a focus on a relatively small number of "hits" (mainstream products and markets) at the head of the demand curve and toward a huge number of niches in the tail"
What does Andrew Keen think about Web 2.0?
'todays media is shattering the world into a billion personalised truths, each seemingly equally valid and worthwhile' The anonymity of web 2.0.
What does Keen say are the problems of anonymity?
He is against Web 2.0 and thinks that a nobody can be a somebody in an instance.
How far does Web 2.0 embody Tim Berner's Lee's original intention for the internet?
Tim Berner Lee conceived it to be a pool of human knowledge that would enable remote individuals to embark on common projects.
What is P2P and what impact does it have on the music industry?
Peer to peer file sharing software allowed users to search for unlocked music libraries. This allowed for free downloads of music. This became a major concern for the music industry as it gave people the choice of not buying music.
Mostly a space for web browsing and reading from 1993 - 2003.
'It's hard to define Web 1.0 for several reasons. First, Web 2.0doesn't refer to a specific advance in Web technology. Instead, Web 2.0 refers to a set of techniques for Web page design and execution. Second, some of these techniques have been around since the World Wide Web first launched, so it's impossible to separate Web 1.0 and Web 2.0 in a time line. The definition of Web 1.0 completely depends upon the definition of Web 2.0.'
Web 1.0 sites are static. - A web page that doesn't update.
Web 1.0 sites aren't interactive. - Users cannot interact with the website but only view it.
Web 1.0 applications are proprietary. - Users cannot view the source code for the website.
What is Web 2.0?
Enabled ordinaries to write, post and publish content without the need for special software in 2004| Web 1.0 | Web 2.0 | |
|---|---|---|
| DoubleClick | --> | Google AdSense |
| Ofoto | --> | Flickr |
| Akamai | --> | BitTorrent |
| mp3.com | --> | Napster |
| Britannica Online | --> | Wikipedia |
| personal websites | --> | blogging |
| evite | --> | upcoming.org and EVDB |
| domain name speculation | --> | search engine optimization |
| page views | --> | cost per click |
| screen scraping | --> | web services |
| publishing | --> | participation |
| content management systems | --> | wikis |
| directories (taxonomy) | --> | tagging ("folksonomy") |
| stickiness | --> | syndication |
What does Chris Anderson say about Web 2.0?
There is unlimited demand for everything and anything. It provides a mass of niche products sourced from all kind of producers and distributors. Web 2.0 can open the door to flexi-choice consumer led sales model for twenty-first-century media.
What is the Long Tail?
A book written by Chris Anderson explaining:
"Our culture and economy is increasingly shifting away from a focus on a relatively small number of "hits" (mainstream products and markets) at the head of the demand curve and toward a huge number of niches in the tail"
Previous methods of distribution for industries include CDs, Movies at cinemas which all have limited 'shelf space'. Chris Anderson has found that the internet has an unlimited 'shelf space' for distribution.
What does Andrew Keen think about Web 2.0?
'todays media is shattering the world into a billion personalised truths, each seemingly equally valid and worthwhile' The anonymity of web 2.0.
What does Keen say are the problems of anonymity?
He is against Web 2.0 and thinks that a nobody can be a somebody in an instance.
How far does Web 2.0 embody Tim Berner's Lee's original intention for the internet?
Tim Berner Lee conceived it to be a pool of human knowledge that would enable remote individuals to embark on common projects.
What is P2P and what impact does it have on the music industry?
Peer to peer file sharing software allowed users to search for unlocked music libraries. This allowed for free downloads of music. This became a major concern for the music industry as it gave people the choice of not buying music.
Thursday, 17 January 2013
Questionaiire
Videogames:
1. Where do you buy your games?
2. How did you used to buy games?
3. Why do you buy games from there?
4.Where do you see distribution in the future?
5. Have you ever produced something on a game and shared it online? For example creating a mod or created a level on a game.
Film
1. Where do you buy your films?
2. How did you previously buy films
3. Why do you buy films from there?
4. Where do you see distribution in the future?
5. What would encourage you to illegally stream or download a film online?
6. How often do you go to the cinema?
7. How often would you legally download or stream a film online?
8. Have you ever produced a film and shared it online?
1. Where do you buy your games?
2. How did you used to buy games?
3. Why do you buy games from there?
4.Where do you see distribution in the future?
5. Have you ever produced something on a game and shared it online? For example creating a mod or created a level on a game.
Film
1. Where do you buy your films?
2. How did you previously buy films
3. Why do you buy films from there?
4. Where do you see distribution in the future?
5. What would encourage you to illegally stream or download a film online?
6. How often do you go to the cinema?
7. How often would you legally download or stream a film online?
8. Have you ever produced a film and shared it online?
Rise of Steam - Video Games
Steam is an online distributor on the PC that also acts as a social network for gamers to play with eachother. Steam is the equivelant of Xbox Live on Xbox 360 or PSN on Playstation 3.
Steam has recently launched 'Big Picture' which changes the steam UI into a console style design specifically designed for TV's. However this required you to attach your computer to your tv and this could be time consuming and too much effort for gamers.
At E3 2013 Xi3 created a gaming PC called the Piston which is funded by Valve, creators of Steam, and allows you to utilise Steams big picture mode with a small gaming pc. It's size is the main attraction being a quarter of the size of a regular pc. The Piston includes a controller and will provide competition for mainly console gamers. However PC gamers may not be as reluctant to swap keyboard to controller and perhaps the lack of power the Piston contains. But according to techrader 'there's no reason the Steam Box can't be modified and upgraded. It's an open system, meaning many Steam Boxes will let you pull out your graphics card and replace it with a shinier version when the time comes.'
The Steam box prices are also supposed to be cheaper than buying a gaming pc which should attract a wide audience on a budget.
This could attract online console gamers to joining steam's online community.
Audiences would love the idea of sitting in their living rooms using a controller to control their console and download games in seconds. Steams online community and number of games is much larger than PSN and Xbox Live and EA Store doesn't have the usability of steam's big picture living room style UI.
We could then see people completly abandon the physical copies of games by buying their games from steams online store. However this requires reasonable pricing and internet speed which is what the future holds. We already see a rise in this market and steam are trying to utilise this by combining big picture mode with a steambox console of their own.
http://www.techradar.com/news/gaming/consoles/why-valves-steam-box-is-a-console-killer-1124160
http://www.cnet.com.au/valve-xi3-and-the-steam-box-should-consoles-be-scared-339343035.htm
Steam has recently launched 'Big Picture' which changes the steam UI into a console style design specifically designed for TV's. However this required you to attach your computer to your tv and this could be time consuming and too much effort for gamers.
At E3 2013 Xi3 created a gaming PC called the Piston which is funded by Valve, creators of Steam, and allows you to utilise Steams big picture mode with a small gaming pc. It's size is the main attraction being a quarter of the size of a regular pc. The Piston includes a controller and will provide competition for mainly console gamers. However PC gamers may not be as reluctant to swap keyboard to controller and perhaps the lack of power the Piston contains. But according to techrader 'there's no reason the Steam Box can't be modified and upgraded. It's an open system, meaning many Steam Boxes will let you pull out your graphics card and replace it with a shinier version when the time comes.'
The Steam box prices are also supposed to be cheaper than buying a gaming pc which should attract a wide audience on a budget.This could attract online console gamers to joining steam's online community.
Audiences would love the idea of sitting in their living rooms using a controller to control their console and download games in seconds. Steams online community and number of games is much larger than PSN and Xbox Live and EA Store doesn't have the usability of steam's big picture living room style UI.
We could then see people completly abandon the physical copies of games by buying their games from steams online store. However this requires reasonable pricing and internet speed which is what the future holds. We already see a rise in this market and steam are trying to utilise this by combining big picture mode with a steambox console of their own.
http://www.techradar.com/news/gaming/consoles/why-valves-steam-box-is-a-console-killer-1124160
http://www.cnet.com.au/valve-xi3-and-the-steam-box-should-consoles-be-scared-339343035.htm
Example Answer Research
We had a look at a past student essay on media and the online age to discover the case studies within the essay and the ways marks were gained in the essay. The student recieved a level 1 mark with 16/50 marks.
Key terms - There are a lack of key terms in this essay, we feel the words the student have used are of a basic level and do not match the criteria of an A2 media studies student.
Convergence: The combination of different technologies into one product. Examples for the online age would be videogames converging with the music industry to create game soundtracks or the film industry to create cinematic game trailers.
Globalisation trading:
Technological change: The constant change of technology, for example video game graphics becoming better definition or the technology used to produce a film becoming more technologically improved.
Package of combination: We believe that this term is simply the same as technological convergence, just a less sophisticated way to say it.
Social Networking -
Case study - The case study is unclear, however we believe it is about the development of how people in the contemporary age receive and send information and news.
Film -
Case study - The case study is about age restrictions and certifications of films, and how easily accessed by younger audiences age restricted films are on the internet. The student talks about violent film trailers such as Baise moi and Eat Me and also states how easily pornography is to access.
Key terms - There are a lack of key terms in this essay, we feel the words the student have used are of a basic level and do not match the criteria of an A2 media studies student.
Convergence: The combination of different technologies into one product. Examples for the online age would be videogames converging with the music industry to create game soundtracks or the film industry to create cinematic game trailers.
Globalisation trading:
Technological change: The constant change of technology, for example video game graphics becoming better definition or the technology used to produce a film becoming more technologically improved.
Package of combination: We believe that this term is simply the same as technological convergence, just a less sophisticated way to say it.
Social Networking -
Case study - The case study is unclear, however we believe it is about the development of how people in the contemporary age receive and send information and news.
Film -
Case study - The case study is about age restrictions and certifications of films, and how easily accessed by younger audiences age restricted films are on the internet. The student talks about violent film trailers such as Baise moi and Eat Me and also states how easily pornography is to access.
Wednesday, 16 January 2013
How has online media developed?
How has online media developed?
![]() |
| Distribution of PC Games |
![]() |
| Recent distribution techniques for consoles and PC. |
| The Present distribution technique for games alongside physical copies |
![]() |
| The full timeline of distribution of games with future reference |
Impact of digital downloading on the video game industry
Impact of digital downloading on the video game industry

Electronic arts have suggested that 100% of there games will be only avaliable as a digital download in the near future. It is also been suggested that the number of digital sales is going to surpass the number of physical sales for the first time and this is due to the number of new online distributors that are avaliable such as 'Steam' and the 'EA Store'(Origin).
There is a unique strategy that EA had taken to attract many new customers to their online store. This was to only release the PC version of Battlefield 3 on their store so that customers have to create an account and explore their store. This creates millions of customers to a new distribution technique that they may not of noticed before. EA is trying create direct competition with Steam with online distribution and Activision may follow with the same strategy with Call of Duty.This competition makes indie games struggle as they can't create this capital of distribution but with steam at the throne of the online games industry, it's they're only hope.
Competition for distribution is great for the audience because this means lots of new distributors in the future which allow for easier methods.
Impact Of Digital Downloading on the video game industry
Prompt Question Link:
How has the online Media developed?
Impact of illegal downloading on the film industry
A video of David Meyer talking about the impact of illegal downloading on the film industry
The music industry was heavily effected by online media age of illegal downloading from websites such as limewire, pirate bay and utorrent. Legal downloading also effected the industry because people were not buying physical copies of the music any more.
As a result, David Meyer believes that the film industry will be next and thinks they can learn from the problems of the online age in the music industry to help build a suitable business plan for the film industry.
He also mentioned how quickly superstores such as Walmart and Blockbuster went down after the idea of renting films was stopped due to the illegal downloads. However he mentions that downloads can be slow because of big files and that compression types are getting better which allows people to download the films quicker.
There are multiple types of film formats such as: 3D, HD, 4K and 48fps. To download special formats such as 4k you require a very high speed internet that most people don't have.
The illegal downloading of films leaves to recent events such as the administration of the popular entertainment retail shop HMV, as less people are purchasing physical copies of films and music.
How is consumer behaviour and audience response transformed by online media?
The music industry was heavily effected by online media age of illegal downloading from websites such as limewire, pirate bay and utorrent. Legal downloading also effected the industry because people were not buying physical copies of the music any more.
As a result, David Meyer believes that the film industry will be next and thinks they can learn from the problems of the online age in the music industry to help build a suitable business plan for the film industry.
He also mentioned how quickly superstores such as Walmart and Blockbuster went down after the idea of renting films was stopped due to the illegal downloads. However he mentions that downloads can be slow because of big files and that compression types are getting better which allows people to download the films quicker.
There are multiple types of film formats such as: 3D, HD, 4K and 48fps. To download special formats such as 4k you require a very high speed internet that most people don't have.
The illegal downloading of films leaves to recent events such as the administration of the popular entertainment retail shop HMV, as less people are purchasing physical copies of films and music.
How is consumer behaviour and audience response transformed by online media?
Thursday, 10 January 2013
Understanding of Online Age: Film, Videogames
http://xkcd.com/802_large/
The size on the map represents volume of daily social actions (posts, chats etc..) based on data gathered over the spring and summer of 2010.
Film - Bradley Stearn
Youtube - Is represented on a fairly large country on the map shown above. YouTube us a popular platform for distributing independent and mainstream films to a large audience. YouTube was a revolutionary break through for the film industry because it allows independent and micro budget filmmakers to share their films for free. With the growing popularity of independent film channels on YouTube, some filmmakers have started making a living through making videos for their channel. Examples of independent filmmakers that I am aware of that make money though Google Adsense on their videos include Neumann Films, and Westhavenbrook Productions. Mainstream cinema can also use YouTube to distribute their films through film trailers and with behind the scenes videos to build a hype around their film.
Because of the digital age of filmmaking, it has become very cheap to produce short films and videos for YouTube. This has resulted in many new up and coming filmmakers being noticed for their films.
Twitter - Twitter is also great for distributing films. It all links in with Youtube with the option to share videos directly from YouTube to your twitter account.
Facebook - Film companies can set up pages for their films and build an audience to share everything to do with their films. They can share behind the scenes images. Pages are free to set up which means anyone can produce a page to market their film, be it big budget productions or micro budget films, audiences are very easy to build up on a facebook page.
Forums - A good way to share YouTube videos to get more views and reviews on a film is to share it to a forum related to film production or the topic of the film. Doing this will allow more people to view your film, which means more people will comment and review the film, and hopefully share it to their friends and family if they enjoy the film. The whole process will make a YouTube film more popular, as the more websites that has a film embedded on the more people will come across your film.
Video Games - Jack Sandham
Youtube - Video games on youtube can be advertised by the means of game trailers. Game trailers is a new form of marketing for the industry and this is because of the internet. Previously new games used to be advertised by traditional billboards and posters and now this is combined with online trailers by using a simultaneous release.
Youtube is also used for the consumers to become prosumers by creating there own content by using a game engine that is open for modification. An example of this is Crysis Editor which allows you to create your owns maps. Consumers can then upload their content to Youtube by advertising their content. Machinima is the word used to describe content or films created by users that is using a game engine.
Youtube also holds consumer videos by direct upload from video games. This could be a good goal in FIFA or a good race in Dirt Showdown.
Twitter - Twitter is useful for video games to attract audiences to upcoming games to the market. This could be via global institution twitter accounts or even developers tweeting about new games. Twitter can also be used for information about patches of a game and DLCs for a game. Finally Twitter can be used to provide direct feedback to the developers by replying or tweeting to them.
MMO - This is a whole new section to the game industry that relies on the internet. MMO stands for massively multiplayer online (game). This is basically a video game that is completely online all of the time and allows you to interact with other users and the same time. An example of this is 'World of Warcraft' which is an online game in which you play as a character that you create and evolve in an online world. Without the internet, the success of the video games industry for global institutions an for the use of multiplayer games would have been poor.
Forums - Forums are commonly used for feedback on common issues of a game for either developers or other game users, just incase other users have experienced the problem.
Wednesday, 9 January 2013
Online Phrases
- The Long Tail - Large number of occurrences far from the central part of distribution
- Tim Berners Lee - Inventor of the World Wide Web
- Web 2.0 - Second version of world wide web which includes the use of Blogs, Wikis, social networking.
- File Sharing - Sharing user files on the web to other users by means of Google Drive, Box.
- Distribution - sharing the product to an audience
- Remixing(on Youtube) - Some people let you change your YouTube
- Film Piracy - The illegal watching, filming and sharing of films that are copyrighted and have not been payed for.
- Digital Technology and Change - Ever evolving change in software, computers that is digital
- Social Networking - Facebook, Twitter, viral marketing on social networks.
- Second Life - online virtual world for social activities.
- Convergence - joining of multiple products
- Convergence Culture - When the audience becomes the user and can archive, annotate and change content.
- Music Downloads - Downloading music online from iTunes, online
- Memes - Pointless things added by people.
- Identity Online
Initial Ideas - Media in the Online Age
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?
- 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
- 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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