Wednesday, 27 February 2013
Film Industry and the Long Tail: Chris Anderson
'The internet has infinite channels, infinite screens, and infinite shelf space'
The pink part on the graph shown above is the niche market that wasn't getting the exposure needed before the internet was around, now the internet allows these niche films and niche markets to get the exposure to thousands of people on the internet.
Tuesday, 26 February 2013
Andrew Keen and Web 2.0
Andrew Keen is a media theorist who is completely against Web 2.0, because he is doens't like the 'amateurisation' of the mass of media content being produced by 'creative amatuers' on the internet. He also thinks that the media content lacks 'quality-control' which shows how the media content is not always the best, which makes it harder for consumers to find high quality media content on the internet.
He calls Web 2.0 the 'Free Market', and gives examples of Google and YouTube and how 'anyone' can produce media content for these websites. He says in the above video that Web 2.0 and the 'free market' is destroying the media industries, such as the music industry newspapers, magazines, magazines, and the film industry (Hollywood)
He thinks Web 2.0 has no 'centre', and that it cannot be controlled.
Monday, 25 February 2013
Script/Plan for Prompt Question Two
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.
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.
Sunday, 24 February 2013
Steal This Film: Documentary Film
People share files illegally using file sharing websites such as Bittorrent (Brian Cohem) and The Pirate Bay. Almost 1/4 of users of file share websites use Pirate Bay. They were used for sharing all files, pictures, movies, games and applications. They are making the music and film industries 'freak out'.The film industry lost 18.2 billion dollars to piracy in 2005.
People in the film compare Google to pirate bay, saying Google is to blame just as much.
Erik Dubelboer says how the industries put in a lot of money into making the media products, and they are failing to stop piracy which is why they are in trouble.With a click of a mouse, someone can send out a film or music file to millions of people across the world.
Piracy DVD copies - piracy without the internet, people sell pirated DVD copies on the street
Piracy websites made their sites impossible to shut down, with backup servers being available if anything crashes. This caused a lot of controversy in the news.
The new generation don't see anything wrong with downloading music for free, they are used to getting it for free. 'Everybody is doing it'.
The film also talks about information packets that are sent through wireless networks. Such as CCTV footage being sent wirelessly to various networks. It is hard to stop information once it has been sent out into the WWW. Once the file has been shared, 'there is no way back'.
Back in the days the printers of books were the ones who suffered if they printed unauthorised text, not the authors of that text. So basically the people sharing the unauthorised files should be the ones to suffer.
Monday, 18 February 2013
Prompt Question Two Planning
What has been the impact of the internet on media production?
Videogames
Past -
Angry Birds wouldn't of existed without the Internet. Apps in general wouldn't of existed without the Internet due to the recent upbringing of the App Store.
Pre-production - Convergence with other media industries provided a easy game idea. Also competition with other games brought up similar genre of games. E.T game was released months after the film. It was made by Atari on the Atari 2600 and was a fail. Jurassic Park film came out in 1993 and released a game after a while which was reasonably successful.
Production - They had to make physical copies of the games. Cost alot more to make and run the factories. Research was more difficult because all information had to be found individually and information was done in magazines.
Distribution - Distribution before the internet was all in-store. E.G Game or GameStation. Adverts for games were on TV and were more popular. Also more popular in a magazine.
Present -
Pre-production - Now smaller companies can start businesses easier like Rovio, makers of Angry Birds, who created an app which only originally got distributed online. They were funded by an investor as a start up investment. The Internet allows for many companies to start to build.
Production - Angry Birds is a downloadable game, so Rovio did not need to make physical copies when it was originally released. Angry Birds was made using free open-source software which is available on the Internet.
Distribution - On Skate, Prosumers can create content for the game and share it to their fellow skaters on Skate.create and it will appear on skate.feed. This distributes the game around the social networks for free and helps increases the games web presence. Angry Birds distribution started on the iOS App store which is web based and then changed to many different distribution methods which expanded on the internet and included physical copies, which are available on Amazon.co.uk for £23.99 on multiple platforms. Skate features DLCs which provide more skate parks and content to be downloaded in the future.
Future
Mainly streaming of games and downloading games from online stores
4k or 8k games on 4k or 8k televisions
More consumer productions - prosumers making apps - more flexibility in game production
Anonymity of consumers and professionals - line between amateurs and professionals will be small.
Virtual reality seems to be a part of the future of gaming. Streaming games is also a main distribution method which is going to pick up however, this is let down currently by bandwidth speeds of the current population.
Videogames
Past -
Angry Birds wouldn't of existed without the Internet. Apps in general wouldn't of existed without the Internet due to the recent upbringing of the App Store.
Pre-production - Convergence with other media industries provided a easy game idea. Also competition with other games brought up similar genre of games. E.T game was released months after the film. It was made by Atari on the Atari 2600 and was a fail. Jurassic Park film came out in 1993 and released a game after a while which was reasonably successful.
Production - They had to make physical copies of the games. Cost alot more to make and run the factories. Research was more difficult because all information had to be found individually and information was done in magazines.
Distribution - Distribution before the internet was all in-store. E.G Game or GameStation. Adverts for games were on TV and were more popular. Also more popular in a magazine.
Present -
Pre-production - Now smaller companies can start businesses easier like Rovio, makers of Angry Birds, who created an app which only originally got distributed online. They were funded by an investor as a start up investment. The Internet allows for many companies to start to build.
Production - Angry Birds is a downloadable game, so Rovio did not need to make physical copies when it was originally released. Angry Birds was made using free open-source software which is available on the Internet.
Distribution - On Skate, Prosumers can create content for the game and share it to their fellow skaters on Skate.create and it will appear on skate.feed. This distributes the game around the social networks for free and helps increases the games web presence. Angry Birds distribution started on the iOS App store which is web based and then changed to many different distribution methods which expanded on the internet and included physical copies, which are available on Amazon.co.uk for £23.99 on multiple platforms. Skate features DLCs which provide more skate parks and content to be downloaded in the future.
Future
Mainly streaming of games and downloading games from online stores
4k or 8k games on 4k or 8k televisions
More consumer productions - prosumers making apps - more flexibility in game production
Anonymity of consumers and professionals - line between amateurs and professionals will be small.
Virtual reality seems to be a part of the future of gaming. Streaming games is also a main distribution method which is going to pick up however, this is let down currently by bandwidth speeds of the current population.
Film
Past
Pre Production
Expensive to buy film/recorded onto tape.
Production
Consumer cameras in the 80's were super 8mm cameras which were used for holiday footage.
Distribution
VHS or on TV/Cinema was the main distribution pattern without the Internet. YouTube distribution channels wouldn't of existed and independent films would of struggled to get noticed.
Present
Pre Production
Because everyone does it, its less professional by the fact that anyone can make a movie to share. The use of email for communication and planning.
Production
Digital camcorders or even phone cameras to make and share movie easily by YouTube. Easier and cheaper to make films because of the Internet. Anyone can make a film on a zero budget idea for example the Toy Story remake on YouTube.
Distribution
Indie Rights YouTube channel which distributes indie films. Netflix and Lovefilm streaming is ruining stores like HMV and Blockbuster.
Future
Pre Production
Planning will be an online discussion or Video Conference with everyone working on the same film at the same time on different computers.
Production
A lot of sharing of the footage for the film by editing the film online as a team. For example YouTube editor.
Distribution
Everyone will be streaming or downloading instead of physical copies of films. Everyone will be able to share and know how to share footage or films with their technology. More dedicated TV networks for Indie Films.
Higher quality cinema projections to make the audience more immersed into the cinematic experience, as a reaction from the current climate of how we view films on the internet.
Higher frame rates, better light and bigger screens to ensure every seat in the cinema has the best view of the screen. They are trying to get people back to the cinema because the online distribution and viewing of films is taking over the industry.
Higher quality cinema projections to make the audience more immersed into the cinematic experience, as a reaction from the current climate of how we view films on the internet.
Higher frame rates, better light and bigger screens to ensure every seat in the cinema has the best view of the screen. They are trying to get people back to the cinema because the online distribution and viewing of films is taking over the industry.
Sunday, 17 February 2013
Saturday, 16 February 2013
How have online media developed? Prezi
Media in the online Age Prompt question one -
How have online media developed?
How have online media developed?
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