Explain the impact of technology on the relationship between audiences and producers in the video gaming industry.
Refer to Minecraft to support your answer.
Task 1 - Read the example responses below:
- Transfer key evidence onto a flashcard
- Find two pieces of additional evidence and add to flashcard
- Revise for timed essay
EXAMPLE 1
In 2006, the film industry was estimated to be worth 21
billion dollars and the gaming industry only 13 billion. By 2020, the film
industry had grown to 42 billion, but worldwide estimates suggested that the
gaming industry had grown to 160 billion dollars. Within this is the rise of
Minecraft, an independently created video game which sold for a colossal 2.5
billion in 2014 and which, by 2020 boasted 141 million active users per month,
far more than the footfall for any movie released in the same year. So, what
accounts for this meteoric rise? Technology seems to be the answer.
The most significant impact of technology is upon consumption (gameplay)
and distribution (sales). Quantix Foundry have identified a series of gamer
motivations and we can see how these psychographics have been impacted by
technological breakthroughs. Increasing game speed and improved graphics have
positively impacted both action and immersion, but the most significant change
in the gaming experience seems to be related to increased broadband speeds. By
2010, online gaming had begun to rise in popularity, allowing gamers to form
communities, work creatively together and even create new games. Cross platform
gaming also became possible; Minecraft has clearly benefitted from the capacity
to play the game on PCs, a variety of different consoles and even using the
pocket edition, which allows access via mobile phone.
Minecraft users clearly see themselves as a community. At no point
was this more obvious then in 2014, when Microsoft purchased Minecraft. Users
expressed worries about the way that this would impact the game. e.g.
subscription, loss of platforms for developers, removal from
non-Microsoft platforms. The fact that this was a worry implies that it had
happened before, but the fact that it didn't happen to Minecraft was important
as it demonstrated the capacity for partnership between producers and
audiences.
Technology also had a huge impact on distribution, advantaging consumer
and producer alike. The capacity to sell and distribute games online meant a
substantial reduction in distribution costs for producers, which in turn they
could investing in improving the gaming experiences. Audiences can purchase
games instantly even when mobile. Minecraft users on PC have always had a
‘store’ option which allowed them to purchase game mods and new skins, but this
option became ubiquitous across all platforms in June 2017. By September of the
same year, the Minecraft Store announced that they had exceeded 1 million dollars
in sales. These mods are almost all fan-made by ‘prosumers.’ Here
then we see improvements for general players, a way for prosumers to generate
revenue and also a method for Microsoft, in partner with these independent
creators, to share some of the revenue.
The democratisation of game production and the rise of the prosumer is
the result of the reduced cost of gaming technology and the increase in
connectivity. Independent game developers can now compete with the large
studios, taking risks that the larger companies often avoid and widening the
variety of experiences available to audiences. Minecraft is arguable the best
example of this. The most popular game of 2010 was Call of Duty: Black Ops, so
the idea of creating an online 'lego' game would have likely been rejected by
any of the big games producers; but Markus Persson (Notch) - the creator of
Minecraft - was able to take this risk because he was an independent developer.
However, Notch was also a member of the gaming community and had some reason to
believe such a game would be popular. He engaged in constant back and forth
with other gamers to make improvements to the game that appealed directly to
users. Thus, the game developed through a very different relationship between
audience and producer and its popularity grew through ‘word of mouth’ rather
than conventional methods of marketing.
In addition to game development, the democratision of distribution
across media platforms like YouTube.com and in more recent years Twitch.com has
lead to a secondary industry growing in tandem with the gaming industry. Video
producer ‘Dream’ has 6 million subscribers on Twitch and 30 million YouTube
subscribers. Their content is exclusively focused on Minecraft gameplay. We
might ask ourselves why companies like Microsoft make little or no effort to
charge these prosumers for use of their intellectual property, but it is clear
that these channels provide free and highly targeted marketing for game
producers, as well as providing entertainment for audiences.
EXAMPLE 2
Over the past twenty years, the technologies available to video game
producers and audiences have massively improved in capability, availability,
and convenience. Partially as a result of this, the video games industry has
experienced a dramatic boom, with it being worth thirteen billion dollars in
2006, rising to 160 billion in 2020. This is especially significant when
compared to the film industry, which in 2006 was worth twenty-one billion, but
in 2020 was worth forty-two billion, significantly less than the video game
industry. Minecraft serves to illustrate this point, an independently created
video game, enabled in large part due to technological improvements being sold
for 2.5 billion in 2014 and boasting 141 million active users per month in 2020
The distribution of games has been made significantly easier by
improvements to broadband speed, while in 2006 the average broadband speed was
4 Mbps, by 2020 this figure had risen to 80 Mbps. This dramatic rise in speeds
allowed for much faster and more convenient digital download platforms to be
possible. These platforms allow consumers to access video games quickly from
their own homes, reducing the potential barrier of travelling to a physical
shop to purchase a game. Mojang, the producers of Minecraft took advantage of
this as initially Minecraft was not given a physical release at all, instead
relying totally on an online store. This only sales method drastically cut
costs for Mojang by avoiding manufacture of physical copies, and increased
sales. This changed the relationship between audiences and producers as
audiences were able to access games far more easily than had previously been
possible. This improvement in broadband speeds also allowed Mojang to offer
beta and demo versions of the game freely. The beta versions of Minecraft
allowed for a closer relationship between audience and producer, as the
audience could playtest the game prior to its release and give suggestions for
improvements. Demo versions allow users to try the game before purchasing,
improving sales as users do not feel they are committing to an unknown when
purchasing the game. Betas would be impossible without fast broadband, as these
versions rapidly change as the game is developed, and a physical beta version
would be impractical and costly to the producer. Finally, the increased
broadband speeds made online gameplay viable, a key feature of Minecraft.
Technological improvements have also impacted the relationship between
producers and audiences by improving aspects of the gameplay itself. Increasing
processing and graphical capabilities increased the variety, graphics, and
immersion of games. For example, the 3D open world sandbox design of Minecraft
was only made possible by improvements in PC technology, as despite Minecraft’s
blocky appearance, it requires significant power to allow players to interact
and build in this environment. This corroborates several of Quantic Foundry’s
‘gamer motivations’, used to measure the psychographic profile of a game,
notably creativity and immersion, technological improvements allowed great
improvements to both of these areas. This shifted the relationship
between audiences and producers, as with the rise of sandbox games such as
Minecraft, producers often needed to include greater scope for user creativity
than had previously been the norm for video games.
The combined impact of broadband improvements and the improved power of
computers allowed for online play and collaboration. This is especially
significant to Minecraft as players of the game tend to see themselves as part
of a community. When Microsoft purchased Minecraft, users expressed
worries about the way that this would impact the game negatively. e.g.
subscription, loss of platforms for developers, removal from non-Microsoft
platforms. The fact that this was a worry implies that it had already happened,
but the fact that it did not happen to Minecraft set a precedent. Additionally,
the increased level of community created by technology allowed for the
development of ‘mods’, these are created by consumers to enhance aspects of the
game and are shared freely between consumers. This represented a fundamental
shift in the relationship between audiences and consumers as both groups now
actively contributed to Minecraft’s gameplay- leading to the emergence of
prosumers, someone who both consumers and produces. Minecraft mods could always
be used on PC, however in June 2017 Minecraft added a store option, to all
platforms. By September of the same years they had exceeded one million dollars
in sales of skins, maps, and mods on the marketplace. Prosumers make some of
the revenue for their creations and Microsoft partner with them, sharing some
of the revenue.
Task 2 - Complete timed essay
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