Sunday, 19 February 2023

Question 1: Technology - Minecraft becomes Animal Crossing

LOOK CAREFULLY AT THE FOLLOWING TASK...

Explain the impact of digitally convergent platforms on video games production, distribution and consumption.

Refer to Minecraft to support your answer.

 The development of Minecraft in 2011 came at a time when video gaming was increasingly focusing on online and multi-platform gaming, a response to the rise of gaming on a range of devices, other than consoles. Digitally convergent media platforms opened up opportunities for games distributors to reach a wider audience of non-traditional gamers who game on media devices such as phones and tablets. This is evidenced by the media convergence that enables digital distribution and global access which hitherto had not been available. This was exploited by Persson in the distribution and circulation of Minecraft, meaning fewer master copies of the game were needed. Minecraft became a multi-platform game aimed not just at PC gamers but those who own smartphones, Microsoft X Box consoles and handheld devices, for example.

Not only did Minecraft and its production company develop online distribution which saved costs, it also struck deals with Nintendo, the largest game software seller, and Sony, a hardware manufacturer and global conglomerate. By 2014 the intellectual property rights were acquired by Microsoft, an American multinational technology company. These gaming giants and technology companies had a vision for a product, Minecraft, which could be globally distributed and marketed through its community. In addition to the sales of hardware or software, Minecraft ‘gamers’, like any other media audience, could be sold games, add-ons and a whole range of merchandise including Minecraft magazine, t-shirts, mugs, calendars, backpacks, hoodies, ties-ins with Lego, Minecraft mini-games, and a proposed Minecraft movie in 2019 (with Warner Brothers film studio). This is an example of how Minecraft had multiple conduits of revenue for its product, not only in the gameplay but, also through merchandising, and in a very short space of time it was able to develop itself as a leading brand of computer game. The Microsoft Minecraft market place allows users to buy other features of Minecraft online, such as a new realm, story mode or modification. This online marketplace is a virtual store making it easier for Minecraft’s community to shop for its products.

Digitally convergent media platforms had a significant impact on the distribution of Minecraft and its promotion to an audience, allowing it to maximise profits. Recent additions include The Minecraft: Story Mode available via Steam. Steam is developed by Valve Corporation, which offers digital rights management, multiplayer gaming, video streaming and a social networking service. Steam can be considered the equivalent to an online video games store, comparable to the internet platforms iTunes or Amazon. Online fan communities have enabled Minecraft’s audience to have an active voice in its on-going production through detailed feedback and commentary on modifications and also beta testing through social media such as Facebook and YouTube. In addition, Minecraft has a Twitter account which documents game developments for its users. Minecraft has tapped into the potential of the audience to ensure that the audience were engaged in its development. Minecraft allowed users to create new in-game content via beta testing processes, producing shareable, downloadable game modifications, called mods and producing texture and resource packs – such game development at the level of exchange is made possible by a cloud based platform where the transfer of data is now two-way and quick. With digitally convergent platforms the biggest threat to the video games industry is piracy via leaked content that is playable across a number of platforms. However, video gamers are comparable to film fans in that they are willing to pay for game content, but will also share elements for free. As the cost of Minecraft is kept low and accessible to many audiences due to convergent media practices, and combined with the attitude of Minecraft that gamers will share and develop content – a philosophy that comes from the founder Marcus Persson - piracy of Minecraft is not as much of an issue as with other video games. Minecraft’s embracing of online distribution and exchange offers value for content for its users – not only in the gameplay and shareable features but in the presence of its community. It does not just sell digital copies of a game but also packages an online experience for them. Of course, with the backing of Microsoft and the development of Occulus as a virtual reality headset game, Minecraft is now being packaged as a premium games experience and one that cannot be copied digitally.

Minecraft now has a global mass market audience and the game is highly successful. The takeover by Microsoft enabled Minecraft to be delivered by the world’s leading technology company, reliant on providing instant and online access to the game, without the need for console-based technology. The success of Minecraft has been due to its ability to distribute and circulate engagement amongst its users – not just gaming fans but also non-traditional gamer audiences using digitally convergent media.


BELOW IS THE SAME ESSAY, BUT I HAVE INSTRUCTED CHATGPT IN THE FOLLOWING WAY:

Take the above essay title and essay but instead of using Minecraft as an example, use Animal Crossing: New Horizons. If the evidence for Animal Crossing takes the essay in a different direction, highlight any significant differences.

Refer to Animal Crossing: New Horizons to support your answer.

The development of Animal Crossing: New Horizons (ACNH) in 2020 reflects the increasing influence of digitally convergent platforms on video game production, distribution, and consumption. The rise of online and multi-platform gaming has allowed developers and distributors to reach a wider audience, including both traditional console players and more casual gamers who engage with games on mobile devices, PCs, and social media platforms. Digitally convergent media platforms have enabled more efficient global distribution and direct audience engagement, which Nintendo effectively leveraged with ACNH. Although ACNH remains a Nintendo Switch exclusive, its success demonstrates how digital convergence has shaped modern game production, marketing, and player interaction.


Production

Technological and business model convergence have significantly shaped the production of ACNH. Unlike earlier entries in the Animal Crossing series, ACNH incorporates extensive online features, allowing players to visit each other's islands, exchange resources, and participate in seasonal events. The shift toward live-service models — popularized by games like Fortnite — reflects the influence of technological convergence, where game development now extends beyond the initial release. Nintendo continuously updated ACNH with new events, characters, and furniture sets, requiring ongoing development and server maintenance.

Additionally, ACNH’s production reflects Nintendo’s vertically integrated strategy. Nintendo developed and published the game in-house, controlling the entire production and distribution pipeline. This differs from games like Minecraft, which evolved into a multi-platform experience under Microsoft's ownership. While Minecraft thrives on cross-platform availability, ACNH’s success demonstrates the strategic value of exclusivity in driving console sales and reinforcing the Nintendo ecosystem.

User-generated content also plays a role in ACNH’s production model. The game’s custom design feature allows players to create patterns, furniture designs, and clothing, which they can share online. This mirrors the "modding" culture in games like Minecraft but within the more controlled environment of the Nintendo platform. While ACNH doesn’t offer the open modification environment seen in Minecraft, the ability to exchange designs and visit other players' islands has fostered a sense of shared creativity and community.


Distribution

Convergence has reshaped how games are distributed, with digital storefronts and online platforms becoming dominant. ACNH was released both physically and digitally via the Nintendo eShop, reflecting the broader industry shift toward digital-first distribution. Digital sales accounted for a large portion of ACNH’s success, particularly during its release period, which coincided with the COVID-19 lockdowns in early 2020. Nintendo reported that over 50% of ACNH’s early sales were digital downloads, demonstrating the growing importance of digital distribution channels.

While Minecraft leveraged cross-platform distribution, ACNH remains exclusive to the Nintendo Switch. This reflects Nintendo's vertically integrated business model, where exclusivity helps drive hardware sales and subscription revenue. Unlike Minecraft, which is accessible on PCs, smartphones, and multiple consoles, ACNH’s exclusivity aligns with Nintendo’s strategy of maintaining control over the hardware and software ecosystem.

Subscription-based distribution has also influenced ACNH’s strategy. While the base game is a one-time purchase, Nintendo integrated additional features with its Nintendo Switch Online service. For example, cloud saves and access to special in-game items are available only to subscribers, encouraging long-term player investment in the Nintendo ecosystem. This mirrors the success of subscription models like Xbox Game Pass and PlayStation Plus, where exclusive content and online access are used to drive subscription revenue.

Furthermore, Nintendo expanded ACNH’s reach with the Happy Home Paradise DLC, which could be purchased separately or accessed through the Nintendo Switch Online Expansion Pack. This strategy reflects the growing trend of blending premium content with subscription services, providing additional value while encouraging players to stay engaged with the game over time.


Consumption

Convergence has also reshaped how players engage with games. The success of ACNH is tied closely to social and media convergence, where players share their in-game experiences on social media platforms like Twitter, TikTok, and Instagram. Unlike Minecraft, which thrives on open modding and creative freedom, ACNH fosters creativity within structured gameplay systems. Players have shared custom island designs, in-game fashion, and even recreated real-world events in the game, contributing to ACNH’s cultural relevance.

The social aspect of ACNH consumption was particularly evident during the COVID-19 lockdowns. The game became a virtual meeting place where players hosted in-game weddings, birthday parties, and even political events. High-profile visits from celebrities like Elijah Wood and political figures like Alexandria Ocasio-Cortez highlighted how ACNH had become a social platform as much as a game. This type of organic social interaction mirrors the community-driven success of Minecraft but within the more curated environment of Nintendo’s ecosystem.

User-generated content also plays a key role in ACNH’s consumption model. The game’s custom design feature allows players to create and share QR codes for clothing, furniture, and patterns. Players have even recreated designs inspired by real-world fashion brands, blurring the lines between virtual and real-world culture. While Minecraft enables more extensive player-driven modification through open coding, ACNH demonstrates how controlled creative freedom can drive player engagement and long-term interest.

Monetization strategies linked to ongoing consumption have also emerged. Nintendo’s decision to release paid DLC (such as Happy Home Paradise) reflects the influence of business model convergence. While Minecraft thrives on microtransactions for skins, worlds, and mods, ACNH’s monetization focuses on premium content expansions and subscription-based benefits. This reflects a broader trend where game publishers seek to generate continuous revenue through both direct sales and subscription-based models.


Key Differences from Minecraft

While both Minecraft and ACNH reflect the impact of digitally convergent platforms, key differences in business strategy and production models are evident:

  • Platform ExclusivityMinecraft thrives on cross-platform availability, while ACNH is exclusive to the Nintendo Switch.
  • Creative FreedomMinecraft allows open modding and extensive player-driven content creation, whereas ACNH offers controlled creative freedom through in-game design features.
  • Monetization StrategyMinecraft generates revenue through microtransactions and marketplace sales, while ACNH relies more on premium DLC and subscription-based bonuses.
  • Community Involvement – While Minecraft benefits from a large and independent modding community, ACNH's engagement is tied more directly to Nintendo's controlled ecosystem and curated content updates.

Conclusion

Digitally convergent platforms have fundamentally transformed the production, distribution, and consumption of video games. ACNH reflects the influence of technological, business model, and social convergence through its blend of online connectivity, subscription-based monetization, and user-generated content. The game’s success demonstrates how social media, influencer engagement, and player creativity can drive cultural relevance and long-term player retention. While ACNH differs from Minecraft in terms of platform strategy and creative freedom, both games illustrate how digital convergence has reshaped modern gaming, turning games into evolving, socially-driven experiences that extend beyond the screen.

12 comments:

  1. A better introduction?
    Consider this introduction. I would argue that it is better than the original because it is concise and because it offers a wider range of arguments/ideas.

    One impact of digitally convergent media platforms was the opening up of opportunities for games distributors to reach a wider audience of non-traditional gamers who game on media devices such as phones and tablets and it allows the audience more freedom to access the game in a variety of different situations (while mobile for example). Democratisation of media production has also lead to a shifting relationship between production and consumption, with the increase in prosumer content. Finally, the speed of internet access across all digitally convergent platforms has made access to gaming cheaper and quicker for both producers and consumers.

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  2. Take a look at this piece of evidence from the original essay:

    The Microsoft Minecraft market place allows users to buy other features of Minecraft online, such as a new realm, story mode or modification. This online marketplace is a virtual store making it easier for Minecraft’s community to shop for its products.

    Post a response to this comment in which you analyse that piece of evidence.

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    1. Digital convergence allows users to purchase features off a market place such as realms or a mod with quick download or upload speeds. This gives the players a varied experience with the game and the ability to create their own content and make a profit off it, ensuring more consumers and prosumers as they have the freedom to alter the game to their liking.

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    2. The advancement of the internet and technology has allowed for Minecraft to make their distribution and consumption digitally convergent. The Microsoft Minecraft market place allows users to buy other features of Minecraft online, such as a new realm, story mode or modification. This online marketplace is a virtual store, making it easier for Minecraft's community to shop for its productions on the same device and application that they are playing on. This not only increases the ease of consumers in expanding their purchase and access to more Minecraft addons, but also impacts the effort and cost of production. Since everything is now online, Minecraft does not have to deal with physical production costs and distribution; but rather can present it to their consumers at the click of a button.

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    3. The Microsoft Minecraft market place allows users to buy other features of Minecraft online, such as a new realm, story mode or modification. This online marketplace is a virtual store making it easier for Minecraft’s community to shop for its products. This enhances the player experience as through the store players can buy products that may make their time playing the game more exciting and variable and furthering the role of the prosumer.

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    4. The Microsoft Minecraft market place allows users to buy other features of Minecraft online, such as a new realm, story mode or modification. This online marketplace is a virtual store, making it easier for Minecraft’s community to shop for its products. The addition of an online shop has created a digital convergence, greatly enhancing the Minecraft experience, streamlining the process for players to change their gameplay in a way that was unheard of 30 years ago.

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    5. The online marketplace has its benefits and drawbacks. On the one hand, the accessibility of additional features to the game is not only simple but also exciting for existing players to have the opportunity to access extended versions of Minecraft. Digital convergence gives Microsoft the ability to present new products and modifications without the additional costs of physical production costs and distribution.
      However, with Minecrafts age rating being 10+, it may prove problematic with young children unaware of the real-life money they are spending. This would lead to outrage amongst parents and harsher safety measures demanded to be put in place.

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  4. Traffic on this marketplace helps to generate revenue for Microsoft, both through the sales of advertising on the site and also through the sale of downloadable content. Moreover, it has also had a significant impact on prosumer content as it offers fans a way to distribute user created mods of their own.

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