Tuesday, 1 April 2025

NEWSPAPERS - QUESTION 3 MARK SCHEME

USE THE FOLLOWING MARK SCHEME TO HELP STRUCTURE YOUR RESPONSES TO QUESTION 3 ON PAPER ONE, WHICH IS ALWAYS ABOUT CONTEXT APPLIED TO NEWSPAPERS.


1. Answer the question - Part 1 (Nail the Intro) [0,1,2]​     

Your introduction should establish a coherent central thesis which you return to throughout the essay.

2. Answer the question - Part 2 (Language of the question) [0,1,2]​ 

In every paragraph, repeat the key phrases in the question and refer back to the coherent core.

3. Use specific and detailed examples [0,1,2]​      

Specific and detailed means that few people in Ramsgate Highstreet would know the example.

4. Analyse/Interpret the example. [0,1,2]​

Offer up some analysis of the significance of the example, what does it suggest/indicate?

5. Use Media Studies terminology [0,1,2]

Encode, Decode, Messaging, Ideology etc.

VIDEO GAME INDUSTRY: A FEW QUESTIONS

Below are ten questions that you could use to help you to prepare for your Video Gaming Industry questions. As you know, the question could be really wide and varied, so it is possible that they will set something really out of left field. I suspect that it will be a little more straightforward this year, because of the new material, but we don't know. If you could answer these questions, then you should definitely have enough to say something useful in the exam.  
  1. How has media ownership influenced the production, distribution, and monetisation of video games? Make specific reference to Animal Crossing: New Horizons in your answer. (Explicitly about media ownership.)
  2. To what extent has technological convergence transformed the video gaming industry? Make specific reference to Animal Crossing: New Horizons in your answer. (Explicitly about convergence.)
  3. How have changes in audience consumption habits affected the ways in which video games are produced, distributed, and played? Make specific reference to Animal Crossing: New Horizons in your answer. (Encourages discussion of convergence.)
  4. How has globalisation impacted the video gaming industry in terms of development, distribution, and audience engagement? Make specific reference to Animal Crossing: New Horizons in your answer.
  5. What role do digital distribution platforms and online connectivity play in the success of modern video games? Make specific reference to Animal Crossing: New Horizons in your answer. (Encourages discussion of convergence.)
  6. How do video game companies use marketing and branding strategies to expand their audience reach? Make specific reference to Animal Crossing: New Horizons in your answer.
  7. To what extent has the rise of social and multiplayer gaming influenced the video gaming industry? Make specific reference to Animal Crossing: New Horizons in your answer.
  8. How have economic factors, including game pricing models and in-game purchases, shaped the modern video gaming industry? Make specific reference to Animal Crossing: New Horizons in your answer.
  9. How do regulatory bodies influence the content, classification, and distribution of video games? Make specific reference to Animal Crossing: New Horizons in your answer. (Explicitly about regulation.)
  10. How do social, political, and cultural factors influence the development and reception of video games? Make specific reference to Animal Crossing: New Horizons in your answer. (Encourages discussion of regulation by touching on censorship, ethical considerations, and content policies.)
NB: I would strongly recommend using chatgpt to help you with all three of the industry questions:
  • Feed the question directly into chatgpt. 
  • Use the mark scheme to give it a grade.
  • Give chatgpt some instructions on how to improve the content of the question.
  • Read it and grade it again.
  • REPEAT THIS UNTIL YOU THINK YOU HAVE AN A STAR ESSAY.
  • Identify the strongest parts of the response and cut it down to something manageable that you could create in 25 minutes (think somewhere between 500 and 700 words).

PUBLIC SERVICE BROADCASTING: A FEW QUESTIONS

Below are ten questions that you could use to help you to prepare for your Public Service Broadcasting questions. As you know, the question could be really wide and varied, so it is possible that they will set something really out of left field. If they are going to catch you out with any question, it will be this one, so read the info sheet, the material in the text book and everything that gets posted onto the blog carefully. Also, have a look at the past paper questions to give yourself a flavour of the kind of thing that you could be questioned about. All that said, if you could answer these questions, then you should definitely have enough to say something useful in the exam. 
  1. How does public service broadcasting (PSB) differ from commercial broadcasting in terms of funding, content, and audience reach? Make specific reference to The Radio One Breakfast Show in your answer. (Explicitly about PSB.)
  2. To what extent does public service broadcasting fulfil its remit to educate, inform, and entertain? Make specific reference to The Radio One Breakfast Show in your answer.
  3. How has technological convergence impacted public service radio broadcasting? Make specific reference to The Radio One Breakfast Show in your answer. (Explicitly about convergence.)
  4. How have changes in audience consumption habits affected the ways in which public service broadcasters distribute and promote their content? Make specific reference to The Radio One Breakfast Show in your answer. (Encourages discussion of convergence.)
  5. What role does public service broadcasting play in supporting new and diverse musical talent? Make specific reference to The Radio One Breakfast Show in your answer.
  6. How has competition from commercial radio and streaming platforms challenged the relevance of public service broadcasters? Make specific reference to The Radio One Breakfast Show in your answer.
  7. To what extent should public service broadcasters adapt their content to attract younger audiences? Make specific reference to The Radio One Breakfast Show in your answer.
  8. How do public service broadcasters balance their commitment to impartiality and diversity with audience expectations? Make specific reference to The Radio One Breakfast Show in your answer.
  9. How do regulatory bodies shape the content and operation of public service broadcasting? Make specific reference to The Radio One Breakfast Show in your answer. (Explicitly about regulation.)
  10. How do social, political, and cultural factors influence the content and output of public service broadcasting? Make specific reference to The Radio One Breakfast Show in your answer. (Encourages discussion of regulation by touching on media policies and ethical considerations.)
NB: I would strongly recommend using chatgpt to help you with all three of the industry questions:

  • Feed the question directly into chatgpt. 
  • Use the mark scheme to give it a grade.
  • Give chatgpt some instructions on how to improve the content of the question.
  • Read it and grade it again.
  • REPEAT THIS UNTIL YOU THINK YOU HAVE AN A STAR ESSAY.
  • Identify the strongest parts of the response and cut it down to something manageable that you could create in 25 minutes (think somewhere between 500 and 700 words).

FILM INDUSTRY: A FEW QUESTIONS

Below are ten questions that you could use to help you to prepare for your Film Industry questions. As you know, the question could be really wide and varied, so it is possible that they will set something really out of left field. I suspect that it will be a little more straightforward this year, because of the new material, but we don't know. If you could answer these questions, then you should definitely have enough to say something useful in the exam.  

  1. How has media ownership influenced the production, distribution, and exhibition of films? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer. (Explicitly about media ownership.)
  2. To what extent has technological convergence transformed the film industry? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer. (Explicitly about convergence.)
  3. How have changes in audience consumption habits affected the ways in which films are distributed and exhibited? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer. (Encourages discussion of convergence.)
  4. How has globalisation influenced the strategies used by the film industry to reach international audiences? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer.
  5. How do developments in marketing and promotion reflect changes in the film industry? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer. (Encourages discussion of convergence.)
  6. To what extent has the role of stars and casting changed in the film industry over time? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer.
  7. How have economic factors shaped the types of films that are produced and distributed by the film industry? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer.
  8. What impact has the rise of franchises and intellectual property (IP) had on the film industry? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer.
  9. How do regulatory bodies and film classification systems influence the distribution and accessibility of films? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer. (Explicitly about regulation.)
  10. How do social, political, and cultural factors influence the types of films that are made and how they are received by audiences? Make specific reference to Snow White (1937) and Shang-Chi (2021) in your answer. (Encourages discussion of regulation by touching on censorship, rating systems, and cultural sensitivities.)
NB: I would strongly recommend using chatgpt to help you with all three of the industry questions:
  • Feed the question directly into chatgpt. 
  • Use the mark scheme to give it a grade.
  • Give chatgpt some instructions on how to improve the content of the question.
  • Read it and grade it again.
  • REPEAT THIS UNTIL YOU THINK YOU HAVE AN A STAR ESSAY.
  • Identify the strongest parts of the response and cut it down to something manageable that you could create in 25 minutes (think somewhere between 500 and 700 words).

Sunday, 30 March 2025

NEWSPAPERS QUESTION 3: CONTEXT

Context in Newspaper Study: A Level Media Studies

When studying newspapers at A Level Media Studies, it is essential to understand the different contextual factors that influence their editorial content, audience engagement, and the broader societal implications of their reporting. These factors—political, historical, social, cultural, economic, and technological—help explain why newspapers adopt certain editorial positions, how they engage with their audiences, and how they have adapted to the changing media landscape over time. By analysing these contexts, students gain insight into how newspapers both shape and are shaped by the world they report on.


Political Context

The political context of newspapers refers to how they align with or challenge particular political ideologies and frameworks. Newspapers do not simply report the news objectively; they interpret and present it in ways that are often influenced by political bias or institutional power. In this sense, newspapers serve not just as information providers but as ideological apparatuses, shaping public discourse around key political issues. By analysing political context, students learn how media outlets contribute to the construction of political identities and reflect the values of particular political groups, whether liberal, conservative, or radical.

  • The Guardian is widely recognised for its left-liberal political orientation, advocating for progressive causes such as social justice, environmental protection, and government accountability. Its editorial stance frequently challenges neoliberal economic policies, highlighting issues of wealth inequality, corporate corruption, and the erosion of civil liberties. The Guardian often positions itself as a counter-hegemonic force, using investigative journalism to hold power structures to account and provide voice to marginalised groups. This reflects a commitment to democratic ideals, in line with theorists like Stuart Hall, who argue that media plays a central role in shaping and challenging dominant ideologies.

  • The Daily Mail, in contrast, aligns itself with conservative political positions, often advocating for nationalism, traditional family values, and economic individualism. The paper’s stance on issues like immigration, national identity, and law and order reflects a more reactionary, right-wing view of society. Drawing on Antonio Gramsci's concept of cultural hegemony, the Daily Mail can be seen as reinforcing dominant power structures by promoting ideas that favour the political and economic establishment. It often uses populist rhetoric to frame political debates in binary terms, drawing sharp contrasts between the ‘ordinary people’ and ‘elites’, and thereby appealing to readers with more conservative, nationalist views.


Historical Context

The historical context of a newspaper refers to its development and the historical events that have influenced its editorial stance over time. Newspapers evolve in response to the broader political, economic, and social changes of their eras, and understanding these changes is critical for comprehending how newspapers have shaped, and been shaped by, key historical moments. This context allows students to explore the ongoing tension between newspapers as a reflection of society and newspapers as active participants in shaping public consciousness.

  • The Guardian has a long history of advocating for progressive political causes, stemming from its origins in 1821 as The Manchester Guardian. Founded by John Edward Taylor, the newspaper emerged as a voice for liberal reformers during the Industrial Revolution, advocating for social justice, workers' rights, and transparency in government. Over the decades, The Guardian has covered numerous pivotal historical events, such as World War II, the civil rights movement, and the rise of neoliberal economic policies in the 1980s. The paper’s history reveals a commitment to independent, investigative journalism, cemented in the 21st century with landmark reports on the Snowden leaks and corporate tax avoidance.

  • The Daily Mail was founded in 1896 by Alfred Harmsworth, a pioneer of mass-market journalism who aimed to appeal to a growing middle-class readership. Throughout the 20th century, the paper played a central role in shaping public opinion on political and social issues, often supporting conservative and nationalist causes. The historical trajectory of The Daily Mail reflects its commitment to defending traditional values and British identity, frequently engaging in moral panics around issues like immigration and national security. The paper's controversial support for fascism in the 1930s further complicates its historical position, highlighting its alignment with right-wing populist ideologies during certain periods.


Social Context

The social context of newspapers involves examining how they reflect, reinforce, or challenge the social issues and values of the time. A newspaper’s social role is shaped by the demographic characteristics and ideological preferences of its audience, and its content often reflects the concerns and anxieties of different social groups. By understanding the social context, students can identify how newspapers engage with issues such as class, race, gender, and identity, and how these issues are represented or constructed in the media.

  • The Guardian primarily appeals to a liberal, educated, urban middle class. It reflects the values of progressive social movements, frequently covering topics such as climate change, gender equality, LGBTQ+ rights, and racial justice. The paper’s in-depth reporting on issues like feminism, systemic racism, and environmental activism engages a readership that seeks nuanced, socially conscious journalism. By adopting an activist tone, The Guardian positions itself as a platform for marginalised voices and a defender of social equity, aligning with broader liberal social trends.

  • The Daily Mail, in contrast, caters to a more conservative and traditionally-minded readership. Many of its readers express concerns about rapid social change, particularly in relation to issues like immigration, crime, and family structures. The paper’s sensationalist approach to social issues often employs moral panic to frame problems such as youth culture, political correctness, or ‘welfare dependency’. It reinforces traditional gender roles and societal hierarchies, frequently portraying women in conventional domestic roles and focusing on the importance of family and national identity.


Cultural Context

Cultural context examines the role of the media in constructing and disseminating cultural values, beliefs, and norms. Newspapers are not neutral in their representation of culture; they reflect and help reinforce the cultural ideologies of the time, whether by promoting dominant cultural norms or by challenging them. By analysing the cultural context of newspapers, students can explore how media outlets shape public perceptions of identity, morality, and national heritage.

  • The Guardian often positions itself as a platform for intellectual critique of mainstream culture. Its coverage of the arts, literature, and cinema is informed by a commitment to diversity and inclusivity, reflecting progressive cultural values. The paper frequently critiques the commercialisation of culture and the dominance of mainstream celebrity culture, focusing instead on independent, alternative forms of cultural expression. This approach challenges traditional representations of gender, race, and class in the media, aligning with broader movements for social change.

  • The Daily Mail engages with culture from a more populist and nationalist perspective, often celebrating mainstream culture and reinforcing traditional British values. The paper’s extensive coverage of celebrity gossip, royal affairs, and reality television reflects a preference for entertainment that appeals to nostalgia and the familiar. It often positions itself as a defender of traditional values against what it perceives as the excesses of ‘woke’ culture, political correctness, and progressive movements, framing cultural debates in terms of cultural preservation versus social change.


Economic Context

The economic context of newspapers involves understanding the financial structures that influence how news is produced, distributed, and consumed. As businesses, newspapers must balance their editorial goals with the economic pressures of advertising revenue, circulation sales, and, increasingly, digital subscription models. The economic strategies of newspapers are closely tied to their political and social ideologies, with different financial models affecting their independence and editorial direction.

  • The Guardian operates under a unique model, being owned by the Scott Trust, which ensures that it is free from the pressures of commercial ownership. This structure allows The Guardian to prioritise in-depth journalism, investigative reporting, and content that may not attract significant advertising revenue. However, the rise of digital media has presented financial challenges, and the newspaper has turned to reader subscriptions and donations as a means of sustaining its operations. While still relying on advertising revenue, The Guardian has been selective in accepting corporate sponsorship, particularly from companies whose activities contradict its environmental and social values.

  • The Daily Mail follows a more traditional commercial model, relying heavily on advertising revenue, mass circulation, and the commercialisation of its online content through MailOnline. This model focuses on maximising reader engagement, using sensational headlines, celebrity gossip, and controversial topics to generate clicks and boost advertising income. Unlike The Guardian, which places emphasis on quality journalism, The Daily Mail leverages its high-volume readership to attract advertisers and maintain a more commercially-driven content strategy.


Technological Context

Technological advances have had a profound impact on the way newspapers produce, distribute, and consume news. The shift from print to digital journalism has altered how newspapers reach their audience, with technological developments enabling the rise of online platforms, mobile apps, and social media. Understanding the technological context helps explain how newspapers adapt to changes in consumption habits and the financial pressures of the digital age.

  • The Guardian has successfully navigated the digital transition by investing in its online presence and providing high-quality, interactive content. The newspaper’s website features multimedia elements, real-time updates, and extensive digital analysis, allowing it to cater to a global audience. Its digital strategy also includes a focus on long-form reporting, investigative journalism, and reader engagement through subscription models.

  • The Daily Mail has embraced technology with a focus on mass-market appeal. MailOnline is one of the most visited English-language news websites globally, generating significant revenue through programmatic advertising and sponsored content. The website’s design is optimised for quick consumption, with a focus on eye-catching images and sensational headlines to attract readers. The paper also uses social media platforms to drive traffic and engage with a wider audience, capitalising on the rapid consumption of news in the digital age.


Q3 - POLITICAL CONTEXT - 5 Questions

WE ARE GOING TO WORK ON THE FIRST OF THESE TOGETHER, BUT YOU SHOULD BE ABLE TO ANSWER ALL FIVE.

1. Explain how political contexts influence individual producers within the newspaper industry. Refer to The Guardian/Guardian Online and The Daily Mail/Mail Online to support your answer. 

2. How do political contexts shape the way newspapers represent events, issues, and individuals?  Refer to The Guardian/Guardian Online and The Daily Mail/Mail Online to support your answer. 

3. In what ways does political context influence the editorial choices made by newspapers? Refer to The Guardian/Guardian Online and The Daily Mail/Mail Online to support your answer. 

4. How does political context affect the relationship between newspapers and their audiences? Refer to The Guardian/Guardian Online and The Daily Mail/Mail Online to support your answer. 

5. To what extent does political context shape the overall tone and approach of newspaper reporting? Refer to The Guardian/Guardian Online and The Daily Mail/Mail Online to support your answer. 


AN INTRODUCTION ???

Here is a possible introduction. Read it carefully. What are the core ideas that it is introducing?

Individual newspapers may be influenced by a variety of political contexts: from the political bias of individual publications, to the ideology of the target audience, to the influence of ownership. The Daily Mail’s messaging is right wing, but seems to be influence by audience engagement more than external political forces. The Guardian is perceived as left wing, but it seems to be influenced more by journalistic integrity than political bias. 


Paragraph 1: Response to Brexit (Audience Capture)
The most significant political event in the last 25 years is probably the Brexit vote. 
Look at the following evidence:
Does it support what is being suggested by the introduction?
Do we need to change anything?

TASK 1: 20 mins
In the comments section below, write a paragraph the begins with the topic sentence above and uses the evidence that we have reviewed.

TASK 2: Now use the mark scheme to grade the three paragraphs that follow yours. Format like this: Answer 1 [  ], Answer 2 [  ], Example [  ], Analyse [  ], Terminology [  ] = Total [  ]

Paragraph 2: The importance of Ownership (Daily Mail)
According to Curran and Seaton, the most important factor shaping the content of newspapers is ownership. If they are correct, the political bias of Viscount Rothermere will significantly effect the content of the paper. 
Look at the following evidence (or look over the Curran and Seaton ppt):
Does it support what is being suggested by the introduction?
Do we need to change anything?

Viscount Rothermere: The Lord of Middle England | The Independent | The Independent

Daily_Mail_5_1_2021_400.jpg (398×520) (thepaperboy.com)

Paragraph 3: The importance of Ownership (The Guardian)
Paradoxically, The Guardian agree with Curran and Seaton's analysis that Billionaire owners unduly influence the political content of their publications, but resist this process by virtue of their 'ownership' by the Scott Trust.

Look at the following evidence (or look over the Curran and Seaton ppt):
Does it support what is being suggested by the introduction?
Do we need to change anything?

Eq66vsNW4AQHsj6 (965×1200)

Stephen Lawrence's parents thank Daily Mail for 'going out on a limb' | Daily Mail | The Guardian

Corbyn sabotaged Labour’s remain campaign. He must resign | Phil Wilson | The Guardian

TASK 3: In the comments section below, write paragraphs 2 and 3. Post it before the end of the lesson.

Friday, 28 March 2025

MEDIA OWNERSHIP - VIDEO GAMES: PART ONE

Media Ownership in the Video Game Industry

Media ownership in the video game industry refers to the control and influence companies have over the production, distribution, and consumption of video games, as well as the surrounding media landscape. Companies that dominate both the hardware and software markets can shape the direction of the industry by exerting control over multiple stages of game development, marketing, and post-release engagement. This type of ownership also involves companies expanding their reach beyond games into related media, such as film, television, and digital platforms. Here, we’ll explore various facets of media ownership in the video game industry, with references to Animal Crossing: New Horizons (ACNH) when relevant.

1. Vertical Integration

Definition: Vertical integration occurs when a company controls multiple stages of production, distribution, and consumption in the value chain, from game development to hardware manufacturing and distribution.

Examples:

  • Sony: Sony has a strong vertical integration strategy, as it owns multiple game development studios (e.g., Naughty Dog and Insomniac), manufactures its PlayStation consoles, and distributes games through the PlayStation Store. This allows Sony to control a large portion of the gaming experience, from the development of first-party titles like The Last of Us to its distribution on PlayStation platforms.

  • Nintendo: Animal Crossing: New Horizons is a clear example of vertical integration. Nintendo not only developed the game but also created the Nintendo Switch hardware it is played on. Furthermore, the game is exclusively distributed through the Nintendo eShop or physical copies, ensuring that Nintendo controls the entire ecosystem surrounding the game. This gives Nintendo a significant advantage by controlling both the production and delivery of the gaming experience.

  • Comparison: While ACNH benefits from Nintendo’s vertical integration, it does not involve third-party developers or external platforms. This stands in contrast to companies like Sony, which have larger third-party gaming ecosystems due to acquisitions and partnerships with other game developers.


2. Horizontal Integration

Definition: Horizontal integration occurs when a company acquires or merges with other companies at the same level of the value chain, often to expand market share or reduce competition.

Examples:

  • Microsoft: Microsoft’s acquisition of companies like ZeniMax Media (Bethesda) and Activision Blizzard represents significant horizontal integration. These acquisitions allow Microsoft to expand its library of exclusive games and strengthen its position in the gaming market. Franchises like The Elder Scrolls, Fallout, and Call of Duty bolster Xbox's offerings and contribute to the success of Xbox Game Pass, which is part of Microsoft’s broader gaming ecosystem.

  • Nintendo: While Nintendo is a dominant player in the gaming world, it has not aggressively pursued horizontal integration. Most of its acquisitions are relatively small compared to companies like Microsoft or Sony. For instance, Nintendo acquired Next Level Games, the studio behind Luigi's Mansion 3, but it hasn't made the large-scale acquisitions seen from its competitors. As a result, while Nintendo owns and manages its core franchises, it remains more focused on in-house development rather than acquiring other large companies or studios.

  • Animal Crossing: New Horizons: There are no significant horizontal integration examples tied directly to ACNH. However, Nintendo has partnered with companies like Sanrio for special crossover items, showing a more limited form of horizontal integration. These partnerships allow for the inclusion of branded items and events within the game, but they don’t go as far as the massive acquisitions seen with other companies.


3. Media Diversification and Cross-Media Ownership

Definition: Companies expanding their reach into various media formats, such as television, film, and online content, to increase their influence and market presence.

Examples:

  • Sony: Sony’s success in vertical integration allows it to dominate both gaming and film, owning the PlayStation brand and a multitude of movie and TV production assets. Franchises like Uncharted have crossed over into film, enhancing both the gaming and cinematic experiences.

  • Nintendo: Nintendo's media diversification strategy is more selective. Animal Crossing: New Horizons has not expanded into film or television yet, though the Animal Crossing franchise has seen adaptations, such as Animal Crossing (the anime series), and the Animal Crossing movie released in Japan in 2006. However, the New Horizons installment remains primarily a gaming experience without substantial media extensions beyond the game itself.

  • Comparison: While ACNH hasn't yet diversified into film or television as some other games have, its influence is evident in various forms of cross-media content, such as in-game events or collaborations with brands like Sanrio. These collaborations tie the game to broader pop culture but stop short of a full-fledged media expansion. It’s possible that future installments or updates could further explore this direction.


4. Brand Ownership and Licensing

Definition: Brand ownership and licensing involve the use of established game franchises or characters across multiple media formats for cross-promotion and revenue generation.

Examples:

  • Nintendo: Nintendo’s approach to brand ownership is centered on its flagship characters like Mario, Link, and Donkey Kong, which are licensed for use in various formats beyond games, including merchandise, theme park attractions, and even mobile apps (e.g., Super Mario Run). While Animal Crossing: New Horizons has not been as heavily utilized outside of the gaming space, the franchise is still a significant part of the Nintendo brand, contributing to themed products and collaborations, such as the limited-edition ACNH-themed Nintendo Switch console.

  • Animal Crossing: New Horizons: The Animal Crossing franchise is a huge part of the Nintendo brand, even though it doesn’t yet have a major licensing deal beyond games. Limited-edition merchandise, such as plush toys or themed accessories, can be found, and the collaboration with Sanrio for in-game items exemplifies how ACNH can use its brand for cross-promotion.


5. Platform Exclusivity

Definition: Platform exclusivity refers to the practice of restricting certain content to specific gaming consoles or platforms, which helps companies control distribution and force players to buy specific hardware.

Examples:

  • Sony: Titles like The Last of Us or Spider-Man are exclusive to PlayStation platforms, encouraging players to purchase PlayStation consoles if they want to access these games. This exclusivity strategy strengthens the brand loyalty of PlayStation users.

  • Nintendo: Animal Crossing: New Horizons is exclusively available on the Nintendo Switch, ensuring that the game cannot be played on other consoles or platforms. This exclusivity gives Nintendo full control over the game’s distribution, making it a key seller for the Nintendo Switch and reinforcing the console's success.

  • Comparison: ACNH is an excellent example of platform exclusivity, with the game being available only on the Nintendo Switch. While this exclusivity has contributed to the Switch’s success, it also limits the game’s reach compared to multiplatform titles.


Conclusion

Media ownership in the video game industry allows companies to shape the direction of gaming by controlling multiple aspects of production, distribution, and post-release engagement. In the case of Animal Crossing: New Horizons, Nintendo’s approach to vertical integration and platform exclusivity has allowed them to exert significant control over the game’s ecosystem. While the game doesn’t engage in horizontal integration or cross-media ownership as extensively as other major franchises, its strategic brand ownership and platform exclusivity remain key elements in its success. As the industry continues to evolve, it will be interesting to see how Nintendo may further expand its media ownership and whether ACNH will be incorporated into a broader media strategy.

MEDIA OWNERSHIP - VIDEO GAMES: PART TWO

Media Ownership in the Video Game Industry

Media ownership in the video game industry refers to the influence that different players—individual producers, large corporations, governments, and even consumers—have over the production, distribution, and consumption of video games. Each of these entities has a unique impact on the gaming landscape, shaping not only the games themselves but also how they are experienced and marketed. In this exploration, we'll focus on different categories of ownership and their impact on games like Animal Crossing: New Horizons (ACNH), providing examples where relevant.


1. Individual Producers

Definition: Individual producers in the gaming industry are typically smaller-scale developers or creative teams who are responsible for the creation of a game. These individuals may have significant influence over the game’s design, direction, and core mechanics.

Examples:

  • Nintendo: Nintendo, the developer of Animal Crossing: New Horizons, exemplifies individual ownership of a game. The company controls the game from its early stages, including concept development, design, and marketing. Shigeru Miyamoto and his team at Nintendo have a direct hand in shaping the overall feel and aesthetic of the game, ensuring it reflects Nintendo's core values. In the case of ACNH, the game is developed and designed in-house with close oversight from the company’s creative leadership.

  • Indie Developers: On a smaller scale, individual game producers in the indie sector also exert considerable influence over their games. For example, the creators of Stardew Valley, Eric Barone (ConcernedApe), developed and published the game almost entirely on their own. The level of creative freedom and ownership that individual producers have allows for a unique and personal touch in game design, often leading to more experimental and niche titles.

Impact on Audiences: The impact on audiences from individual producers is profound, as the games often reflect the creative vision and values of the developers themselves. In the case of ACNH, the game’s charming, community-focused gameplay is a direct result of the creative direction at Nintendo, which prioritizes accessibility and positive player experiences. For indie games, the personal touch often leads to more unique, heartfelt experiences that resonate deeply with fans, making players feel personally connected to the game and its creators.


2. Conglomerates and Corporations

Definition: Larger corporations and conglomerates in the gaming industry control significant portions of the market, often owning multiple game studios, publishing rights, and distribution platforms. Their influence extends across various facets of the gaming ecosystem, from hardware and software development to marketing and consumer engagement.

Examples:

  • Microsoft and Xbox: Microsoft is an example of a corporate giant with extensive media ownership. Through its Xbox division, Microsoft owns major game studios (such as 343 Industries and Bethesda) and has developed the Xbox console as a key platform for gaming. The company also controls the Xbox Game Pass subscription service, allowing players access to a vast library of games across different devices, with cross-platform progression available.

  • Sony and PlayStation: Sony, through its PlayStation brand, is another example of a corporation with significant media ownership in the gaming space. Sony owns and operates several successful game studios (like Naughty Dog, the creators of The Last of Us series) and controls the distribution of these games exclusively through the PlayStation Store. Additionally, Sony’s PlayStation Plus subscription service ties consumers into its ecosystem, offering multiplayer access and free monthly games.

  • Nintendo: While not typically considered a conglomerate in the same sense as Microsoft or Sony, Nintendo holds considerable power within the industry by controlling both hardware and software development. The company’s success with the Nintendo Switch, as well as its major franchises like Super Mario, The Legend of Zelda, and Animal Crossing, shows how Nintendo functions as a quasi-conglomerate, blending console production, game development, and distribution.

Impact on Audiences: For players, the presence of large corporations in the industry often results in more polished, expansive, and technologically advanced games. However, it can also lead to the prioritization of profitability over creativity, with some franchises becoming more formulaic or commercially driven. On the other hand, the consolidation of power into these large corporations can limit the diversity of available games, especially as smaller studios are absorbed or marginalized. This concentration of media ownership creates a more homogenous gaming experience for consumers, often favoring well-established franchises that can generate the highest returns.


3. Governments and Regulators

Definition: Governments and regulatory bodies play a crucial role in shaping the gaming industry through legislation, classification systems, and enforcement of laws related to issues such as content regulation, intellectual property, data protection, and labor rights. Their involvement in the gaming landscape impacts both game development and the consumption of games by players.

Examples:

  • Rating Systems: Government-imposed rating systems, like the ESRB (Entertainment Software Rating Board) in the United States and PEGI (Pan European Game Information) in Europe, regulate what content is accessible to different age groups. These systems influence the development of games by providing developers with guidelines on how to design their content in a way that adheres to regulatory standards. For example, Animal Crossing: New Horizons received an “E for Everyone” rating, which means the game was designed to be family-friendly and accessible to all age groups, a decision likely influenced by these rating guidelines.

  • China’s Regulatory Landscape: In China, the government has a significant influence on what games can be released in the country. Strict content regulations, including limits on online gaming hours for minors, have caused many companies to tailor their games for compliance. For example, certain games may be altered to avoid references to gambling, violence, or other prohibited content, affecting how games are designed and marketed for that market.

  • Intellectual Property Laws: Governments also regulate the ownership of intellectual property (IP), which impacts game publishers’ ability to protect their franchises. For example, ACNH's exclusive use of Nintendo’s iconic characters and trademarks ensures that unauthorized products or spin-offs are kept off the market, maintaining the value of the brand.

Impact on Audiences: The influence of governments and regulators on the gaming industry means that the content and accessibility of games are often shaped by legal frameworks, potentially limiting the types of experiences available to players. For example, content restrictions may prevent games from being released in certain countries, or gameplay mechanics may be adjusted to meet regulatory requirements. While these regulations are often aimed at protecting consumers, they can also result in censorship or a reduction in creative freedom. However, in markets like China, games that comply with these regulations may gain access to large consumer bases, benefiting both developers and players in terms of game availability.


4. Prosumers

Definition: Prosumers are consumers who actively participate in the creation, development, or promotion of gaming content. This can include modders, streamers, content creators, and community managers who contribute to the game’s lifecycle in various ways, sometimes blurring the line between producers and consumers.

Examples:

  • Modding Communities: In games like Skyrim and Minecraft, prosumers contribute through modding—creating custom content, additional features, or entirely new gameplay mechanics. While Animal Crossing: New Horizons does not officially support modding, there is still a passionate community around the game, with players sharing custom designs, islands, and creative ideas. The game’s "custom designs" feature, which allows players to share and download user-created patterns, has fostered a vibrant community of content creators.

  • Streaming and Content Creation: Platforms like Twitch and YouTube have turned many players into content creators who influence how games are perceived and experienced. Streamers, through their playthroughs, discussions, and interactions with audiences, can amplify the popularity of games like Animal Crossing: New Horizons. For example, the game’s relaxing, social nature has made it popular among streamers who attract large audiences, influencing new players to try the game.

Impact on Audiences: Prosumers play a significant role in shaping the gaming experience for audiences. The sharing of user-generated content, game modifications, and live-streamed playthroughs enhances the community aspect of games, encouraging players to engage in a deeper, more creative way. In the case of ACNH, the exchange of island designs, DIY recipes, and seasonal events enhances the game’s replayability and fosters a sense of shared experience. Prosumers not only enrich the game’s ecosystem but also shape its social and cultural relevance, making it more than just a game and turning it into a community-driven experience.


Conclusion

Media ownership in the video game industry involves various entities, each impacting the production, distribution, and consumption of games. Individual producers like Nintendo have the power to shape game experiences, while large corporations and conglomerates influence market trends and technological innovation. Governments regulate content and market access, and prosumers actively contribute to the game’s cultural relevance and community engagement. For audiences, this results in a dynamic and ever-evolving gaming landscape, where creative freedom, accessibility, and community-driven content can either enrich or limit the gaming experience. As the industry grows, the interplay between these players will continue to shape the games we play and how we interact with them.

Thursday, 27 March 2025

KEY IDEAS: VIDEO GAMES

  1. Media Ownership (Economic Context)

Media ownership refers to the control of video game companies by large corporations that own multiple studios and publishing arms. This can lead to vertical integration, where a company controls multiple stages of production (e.g., Sony owns PlayStation, game development studios, and a digital marketplace), and horizontal integration, where companies acquire competitors (e.g., Microsoft acquiring Bethesda and Activision Blizzard). Ownership impacts game content, distribution, and exclusivity deals, shaping the industry landscape.

Example from ACNH: Nintendo, the sole owner of the Animal Crossing franchise, exemplifies vertical integration. It develops, publishes, and distributes the game exclusively for its own hardware (Nintendo Switch), ensuring all profits stay within the company. Unlike companies that rely on third-party publishers, Nintendo's control over Animal Crossing impacts its monetization strategy, which avoids microtransactions in favor of a one-time purchase model.


  1. Regulation (Political Context)

Regulation in the video game industry includes age ratings, content restrictions, and industry oversight to ensure ethical and legal standards. In the UK, the Video Standards Council (VSC) enforces the PEGI (Pan European Game Information) rating system, which categorizes games by age suitability. Globally, different countries have varying levels of censorship and control (e.g., China limits gaming hours for minors). Regulation also includes loot box legislation and debates on microtransactions, which some critics compare to gambling.

Example from ACNH: ACNH is rated PEGI 3, meaning it is considered suitable for all ages. The game does not include microtransactions, loot boxes, or gambling mechanics, so it largely avoids regulatory scrutiny. However, in China, the game was reportedly removed from digital stores due to players using custom designs to create political protest messages, demonstrating how government intervention can impact game availability.


  1. Convergence (Technological and Cultural Context)

Convergence is the blending of different technologies, media forms, and business models within the video game industry. This includes technological convergence (e.g., cloud gaming services like Xbox Cloud Gaming), media convergence (e.g., Fortnite's Marvel crossovers), and business model convergence (e.g., free-to-play games incorporating microtransactions). It also extends to social convergence, as games integrate with platforms like Twitch and YouTube, enabling new forms of engagement and monetization.

Example from ACNH: ACNH demonstrates social and technological convergence through its integration with online platforms. Players can visit each other’s islands via online multiplayer, share screenshots on social media, and even host in-game events, such as weddings and political rallies, that are streamed on Twitch and YouTube. However, unlike some modern games, it lacks direct media convergence with franchises outside of Nintendo's ecosystem.


  1. Globalisation (Cultural and Economic Context)

The video game industry operates on a global scale, with major publishers like Sony, Microsoft, and Tencent distributing games worldwide. This results in cultural hybridization, where games incorporate diverse influences (e.g., Genshin Impact blending anime aesthetics with Western RPG mechanics). However, globalisation also raises concerns about cultural imperialism, where Western-dominated gaming trends overshadow local game industries. Additionally, regional censorship laws (e.g., China's restrictions on blood and skeleton imagery) influence global game development.

Example from ACNH: ACNH reflects globalisation through its international player base and in-game events based on real-world holidays from different cultures, such as Japan’s Setsubun, Mexico’s Day of the Dead, and Western Christmas. However, Nintendo still tailors content to different regions, such as modifying certain event names or references to align with cultural expectations.


  1. Digital Distribution and the Decline of Physical Media (Economic and Technological Context)

The rise of digital platforms like Steam, PlayStation Store, and Xbox Game Pass has shifted the industry away from physical copies, affecting game preservation and ownership. Digital distribution enables faster access and worldwide releases but also introduces issues like licensing restrictions, server shutdowns, and the loss of resale rights. Subscription services (e.g., Game Pass and PlayStation Plus) further transform how consumers access games, challenging traditional retail models.

Example from ACNH: ACNH was released both physically and digitally on the Nintendo eShop, with many players opting for the digital version due to its convenience. However, Nintendo’s strict digital rights management means that once Nintendo discontinues support for the Switch, digital copies could become inaccessible. Unlike some games on platforms like Steam, there is no official way to back up or transfer ownership outside of Nintendo’s ecosystem.


6. Franchise and Intellectual Property (IP) Development (Economic and Cultural Context)

Major game franchises (e.g., Call of Duty, Grand Theft Auto, The Legend of Zelda) dominate the industry, often through sequelisation, spin-offs, and remakes. Strong IPs drive long-term financial success, leading companies to invest heavily in blockbuster games while indie developers struggle for visibility. Some franchises, like The Last of Us, expand into other media, demonstrating the power of transmedia storytelling in video game IP development.

Example from ACNH: Animal Crossing is a long-running Nintendo franchise that has evolved since its debut in 2001. While it lacks direct spin-offs or extensive transmedia expansions like The Last of Us, it has had tie-ins with other media, such as a 2006 animated film in Japan. Nintendo also capitalizes on its strong IP through merchandise, collaborations (e.g., Sanrio character DLC), and mobile spin-offs like Animal Crossing: Pocket Camp, demonstrating the financial and cultural power of franchise development.


7. Monetisation Strategies and Microtransactions (Economic Context)

The business models of games have evolved beyond one-time purchases to include season passes, loot boxes, battle passes, and in-game cosmetics. Games like Fortnite and Genshin Impact generate revenue through microtransactions rather than upfront sales. This model increases accessibility but raises concerns about excessive spending, gambling mechanics, and ethical concerns around targeting young audiences. Some governments have introduced regulations on loot boxes, considering them a form of gambling.

Example from ACNH: Unlike many modern games, ACNH follows a traditional one-time purchase model without microtransactions. However, Nintendo has monetized the game through paid DLC, such as the Happy Home Paradise expansion, which adds extra gameplay features. While this is a more consumer-friendly monetisation strategy than loot boxes or battle passes, Nintendo still encourages long-term engagement through seasonal updates and limited-time in-game events.


8. Gaming Audiences and Communities (Social and Cultural Context)

Video game audiences are diverse, spanning hardcore, casual, and mobile gamers, each with different gaming habits and expectations. Online multiplayer games foster communities through Discord servers, Reddit forums, and in-game guilds, creating dedicated fan bases. Games like Minecraft and Roblox empower players to create user-generated content, blurring the line between consumers and creators. The rise of streaming and esports has also transformed how audiences engage with games beyond playing them.

Example from ACNH: ACNH appeals to a broad audience, including casual gamers, younger players, and those new to gaming. It has a strong online community across platforms like Reddit, Twitter, and Discord, where players share island designs, trade items, and showcase creativity. Unlike competitive multiplayer games, ACNH fosters a more cooperative and aesthetic-driven community, demonstrating the varied ways gaming audiences engage with different genres.


9. Representation and Diversity in Gaming (Social and Cultural Context)

The portrayal of race, gender, sexuality, and disability in video games has been a topic of increasing discussion. While some games offer progressive representation (e.g., The Last of Us Part II featuring an LGBTQ+ protagonist), others have been criticized for stereotyping, lack of diversity, or tokenistic inclusion. The industry is also facing scrutiny regarding workplace diversity, with movements like #MeToo in gaming calling out toxic work environments and lack of inclusivity.

Example from ACNH: ACNH introduced more diverse customization options compared to previous titles, allowing players to select any skin tone, hairstyles, and facial features regardless of gender. This was praised for its inclusivity, as previous Animal Crossing games had limited customization options. However, the game does not engage deeply with narrative-driven representation, as it lacks traditional storylines or complex character identities beyond player-created content.


10. Game Development and Industry Work Practices (Economic and Social Context)

The video game industry is notorious for "crunch culture," where developers face excessive overtime and poor working conditions to meet deadlines. Large studios, such as Rockstar and Naughty Dog, have faced backlash for overworking employees, while indie developers struggle with financial instability. There is growing pressure for better labour rights, unionization, and fairer profit-sharing models within the industry.

Example from ACNH: While Nintendo has not been as publicly criticized for crunch culture as some Western studios, reports suggest that the development of ACNH was delayed to prevent excessive overtime and ensure a better work-life balance for developers. This contrasts with other studios that push for tight deadlines at the expense of employee well-being, highlighting different industry approaches to game development.


11. Artificial Intelligence (AI) and Procedural Generation (Technological and Economic Context)

AI is becoming increasingly significant in gaming, from NPC behaviours (e.g., Red Dead Redemption 2’s realistic AI interactions) to procedural generation (e.g., No Man’s Sky’s infinite planets). AI is also being explored for game development automation, including AI-generated art and scripts, though this raises ethical concerns about job displacement in the industry.

Example from ACNH: ACNH uses simple AI for its NPCs, but their behaviours are relatively static compared to advanced AI-driven games. Villagers follow preset routines and dialogue, with limited dynamic interaction. The game does not use procedural generation for its world design, as each island follows a structured template. This highlights how Nintendo prioritizes handcrafted experiences over AI-driven or procedurally generated content.


12. Cloud Gaming and Streaming Services (Technological and Economic Context)

Cloud gaming services like Xbox Cloud Gaming, NVIDIA GeForce Now, and PlayStation Now allow users to play high-end games without expensive hardware, reducing barriers to entry. However, latency issues, internet dependency, and ownership concerns remain obstacles to widespread adoption. Streaming platforms like Twitch and YouTube Gaming also play a crucial role in industry growth, turning gaming into a spectator sport and influencing game development to cater to stream-friendly mechanics.

Example from ACNH: ACNH is not available via cloud gaming services and must be played locally on a Nintendo Switch. However, the game has benefited from streaming culture, with many players showcasing their island designs, in-game events, and interactions on Twitch and YouTube. This highlights how some games gain popularity through streaming even if they do not directly integrate cloud gaming technology.


13. Esports and Competitive Gaming (Social and Economic Context)

Esports has transformed gaming into a multi-billion-dollar industry, with tournaments for games like League of Legends, Counter-Strike, and Valorant drawing millions of viewers. Professional gaming has created new career paths, from esports athletes to shoutcasters and analysts. However, esports also faces challenges, including burnout, player exploitation, and lack of union representation for professional gamers.

Example from ACNH: ACNH does not have a competitive esports scene, as it is a social simulation game rather than a skill-based competitive experience. However, the game has fostered community-driven competitions, such as island design contests and time-trial challenges for in-game activities like fishing and bug-catching. While these are informal, they show how even non-competitive games can develop player-driven events.


14. The Role of Social Media in Gaming (Social and Cultural Context)

Social media platforms like Twitter, TikTok, and Reddit shape gaming culture by facilitating hype, discourse, and fan engagement. Game developers use platforms like Discord for community building, while influencers and YouTubers impact game success through reviews and Let’s Plays. However, online toxicity, harassment, and review bombing also pose challenges for the industry.

Example from ACNH: ACNH became a social media phenomenon upon release, with players sharing their island designs, outfit creations, and turnip market strategies on platforms like Twitter and TikTok. The game’s success was amplified by influencers and celebrities showcasing their islands, turning it into a cultural moment during the 2020 lockdowns. This demonstrates the power of social media in shaping game popularity and community engagement.


15. The Future of Gaming: VR, AR, and the Metaverse (Technological and Economic Context)

The rise of Virtual Reality (VR), Augmented Reality (AR), and the Metaverse represents the next frontier of gaming. Games like Half-Life: Alyx push VR gaming forward, while Pokémon GO demonstrated the mass appeal of AR. Companies like Meta (formerly Facebook) envision a future where gaming, social interaction, and commerce blend into persistent virtual worlds. However, high costs, hardware limitations, and user resistance present obstacles to widespread adoption.

Example from ACNH: ACNH does not currently incorporate VR or AR elements, nor does it engage with metaverse-style persistent online worlds. However, the game’s social aspects—such as visiting friends’ islands and creating digital spaces—align with metaverse concepts on a smaller scale. Nintendo’s cautious approach to emerging technology means Animal Crossing has not yet explored VR or AR integration, but future iterations could potentially experiment with these innovations.



VIDEO GAMES: CONVERGENCE CONTINUED

NB: I have made a few changes to the previous post on convergence. Nothing in the other one is wrong, so I am going to leave that available on the blog, but I think this one is a little better, especially because it identifies when there is a better example in another game.

Convergence in the video game industry refers to the blending and integration of different technologies, platforms, business models, and media to create more unified and interconnected gaming experiences. This convergence can be seen in various aspects, such as technological integration, cross-platform play, media collaboration, business model diversification, and social engagement. In the case of Animal Crossing: New Horizons (ACNH), while it provides some interesting examples of convergence, certain limitations and design choices mean that it may not fully demonstrate all aspects of convergence in the same way other more complex games do. Below are different types of convergence within the video game industry, with specific examples, many of which will focus on Animal Crossing: New Horizons.


1. Technological Convergence

Definition: The merging of different technologies into a single platform or ecosystem, enabling more integrated and versatile experiences.

Examples:

  • Cloud Gaming:

    • Cloud gaming allows players to stream high-quality games across various devices without requiring high-end hardware. Services like Xbox Cloud Gaming and NVIDIA GeForce Now are prime examples of technological convergence within the industry. These services make it easier for players to access titles without the need for dedicated hardware.

    • Animal Crossing: New Horizons does not feature cloud gaming in the traditional sense, as it is exclusive to the Nintendo Switch. However, there are cloud saves available for some Nintendo Switch games through Nintendo Switch Online, allowing players to back up their progress and recover it on a different device if necessary. However, this is not as widely integrated as the cloud gaming seen in other games, such as Fortnite, which can be streamed on various platforms.

  • Multifunction Consoles:

    • Modern gaming consoles, such as the PlayStation 5 and Xbox Series X, serve not only as gaming devices but also as multimedia hubs offering access to streaming apps, internet browsing, and social features.

    • While Animal Crossing: New Horizons is exclusive to the Nintendo Switch, which is not as multifunctional as PlayStation or Xbox consoles, it does support Nintendo Switch Online for multiplayer interactions and cloud-saving, a more streamlined approach compared to its rivals. However, it does not quite match the broader multimedia capabilities of systems like PlayStation 5, where users can access a variety of services beyond gaming, such as entertainment apps and video streaming.


2. Cross-Platform Convergence

Definition: The ability for games to be played across multiple platforms with shared progress and multiplayer functionality.

Examples:

  • Cross-Play and Cross-Progression:

    • Fortnite and Minecraft support full cross-platform play, allowing players on PlayStation, Xbox, PC, and mobile to play together with progress and purchases carrying over between devices.

    • Animal Crossing: New Horizons does not support cross-platform play as it is exclusively available on the Nintendo Switch. This limits its cross-platform convergence capabilities. The game does allow for online visits to other players' islands, but all players must be using a Nintendo Switch and are tied to the Nintendo ecosystem.

    • In comparison, Minecraft offers a much broader example of cross-platform convergence, as players across PlayStation, Xbox, PC, and mobile can interact and share content seamlessly.

  • Subscription Services:

    • Xbox Game Pass and PlayStation Plus allow players to access a library of games across multiple platforms (consoles, PCs, and mobile devices), often with shared progress and benefits across platforms.

    • Animal Crossing: New Horizons does not operate on a subscription service like Game Pass, and its online features are tied to the Nintendo Switch Online subscription. While this allows for online multiplayer, cloud saves, and exclusive content (such as access to N64 games), it does not offer the same flexibility as a more expansive cross-platform service like Xbox Game Pass, which lets users access games across a wide range of devices and platforms.


3. Vertical Integration

Definition: When a company controls multiple stages of the production and distribution process within the gaming industry.

Examples:

  • Sony:

    • Sony controls multiple stages of its gaming experience: it owns Naughty Dog and Insomniac Games (game studios), produces PlayStation hardware, and distributes games through the PlayStation Store.

    • The Last of Us series is a key example, as it was developed in-house by Naughty Dog and distributed exclusively through PlayStation platforms, showcasing vertical integration.

  • Nintendo:

    • Nintendo follows a similar model by controlling its hardware and software development. Animal Crossing: New Horizons was developed by Nintendo and is distributed exclusively on the Nintendo Switch, which was also developed by Nintendo. This gives Nintendo a high degree of vertical integration, as they control the entire user experience from hardware development to software creation and game distribution.

    • This level of vertical integration in Nintendo differs from other companies like Sony or Microsoft, where third-party titles and external developers often play a more significant role in their ecosystems.


4. Horizontal Integration

Definition: When a company acquires or merges with other companies at the same level of the value chain to expand market share or reduce competition.

Examples:

  • Microsoft:

    • Microsoft’s acquisition of ZeniMax Media (owner of Bethesda), and later Activision Blizzard, demonstrates horizontal integration within the gaming industry. This allows Microsoft to control a greater portion of the gaming market, including massive franchises like The Elder Scrolls, Fallout, and Call of Duty.

  • Nintendo:

    • Nintendo has not engaged in major horizontal integration in the context of Animal Crossing: New Horizons. While Nintendo has acquired smaller studios (e.g., Next Level Games), it has not pursued large-scale acquisitions as seen with Microsoft or Sony. Instead, Nintendo focuses heavily on internal development, prioritizing proprietary games and franchises such as Super Mario, The Legend of Zelda, and Animal Crossing. This limits Nintendo’s horizontal integration compared to its competitors in terms of acquiring large external companies.


5. Media Convergence

Definition: The integration of gaming with other forms of media, such as films, television, social media, and music.

Examples:

  • TV and Film Tie-Ins:

    • Some games, like Cyberpunk 2077, have expanded into other media forms through collaborations with Netflix to create the animated series Cyberpunk: Edgerunners, which boosted the game’s popularity.

    • Animal Crossing: New Horizons, however, has not expanded into film or television yet, though it has inspired several pop culture tie-ins, including collaborations with brands like Sanrio and Mario, offering in-game items that promote cross-media content. These collaborations represent a form of media convergence, as Animal Crossing players get access to content inspired by popular franchises. However, a true media convergence (like a TV series or film adaptation) is still missing from Animal Crossing: New Horizons.

  • In-Game Events and Cross-Promotion:

    • Games like Fortnite and Rocket League regularly host in-game events that tie into movies, music, and other media, such as concerts or special movie-themed events.

    • Animal Crossing: New Horizons has held in-game events (e.g., seasonal festivals or special events tied to real-world holidays), but it has not had the same level of collaboration with other media forms. For example, there was no major in-game event tied to a movie or music release during its lifespan, unlike Fortnite or Rocket League which frequently have cross-promotional tie-ins with Marvel, Star Wars, or even major music artists.


6. Business Model Convergence

Definition: The blending of different revenue models within a single game or ecosystem.

Examples:

  • Freemium and Microtransactions:

    • Fortnite is a prime example of a game using a freemium model, where players can access the game for free but are encouraged to make in-game purchases, such as skins or battle passes, to unlock additional content.

    • Animal Crossing: New Horizons uses a more traditional premium sales model, where the game is sold for a one-time fee. However, it has integrated a paid DLC (Happy Home Paradise), which introduces a paid expansion model into an otherwise free-to-play game. While this is not as pervasive as microtransactions, it still represents a form of business model convergence.


7. Social Convergence

Definition: The integration of social features and networks directly into games, enabling players to interact with each other in meaningful ways.

Examples:

  • In-Game Social Hubs:

    • Roblox and Second Life are examples of games that have become social platforms in their own right, where players interact and build virtual communities.

    • Animal Crossing: New Horizons encourages social interactions through online multiplayer, where players can visit each other’s islands, share design ideas, and trade items. It also integrates social media features, such as sharing photos of their island designs or events, but the game's focus on individual play rather than large-scale social hubs limits its potential as a full social convergence platform.


Conclusion

Animal Crossing: New Horizons offers interesting insights into convergence in the gaming industry, particularly in terms of technological integration, social media engagement, and cross-platform experiences. However, its design choices, such as being a Nintendo Switch exclusive, limit the game’s ability to fully participate in broader convergence trends like cross-platform play and cloud gaming. For a more expansive view of convergence in gaming, other titles like Fortnite or Minecraft offer more robust examples, particularly in the realms of cross-platform play, media convergence, and business model diversification. Nevertheless, Animal Crossing: New Horizons remains an excellent example of how even relatively simple games can integrate diverse media and technological advancements.