Essay Question Practice:
Q. Explain the impact of
digitally convergent media platforms on video game production,
distribution and consumption.
Refer to Minecraft to support your answer.
Use
Minecraft to support your answer throughout.
Explain the Impact: Tell the examiner about the
importance
Since Minecraft was released back
in 2009, it has been a commercial success. It is currently the second
best-selling game ever made as is estimated that 55 million people play
Minecraft every month. The company is worth around £1.09 billion, due to it
being brought out by Microsoft in 2014.
Digitally
Convergent Media Platforms: Devices that link us to shared content via a
network
Minecraft’s reach has spread to
multiple platforms and can be accessed by Xbox, Nintendo, PlayStation, PC, and
from hand-held devices such as iPads, iPhones, tablets and other android
products. There are various modes which the game can be played on, such as
survival or creative however players have the opportunity to play by themselves
in single-mode or together on multiplayer mode. This encourages individual
creativity as well as teamwork. Players, primarily children, have described the
game as ‘fun’ and ‘creative’.
Video
game production: Creating a Video Game
The
game was initially created in 2009 by Swedish developer Marcus ‘Notch’ Persson,
and it was initially a spin-off of an open source game called Infiniminer, and
eventually, the initial ‘Cave Game’ name was changed to ‘Minecraft’ for its
first alpha release. This independent development style, with regular updates
just simply under ‘Notch’ lasted until December 2010, when the game became so
large that Notch formed Mojang AB, which became the developing company of the
game, and hired staff to aid in the consistent development of the game. Mojang
remained an independent company, and the only publisher of the game up until
September 2014. By then, Mojang was worth many billions of dollars, and was
purchased by Microsoft. Mojang, despite being a Microsoft company still however
exists, and still develops the game as it always did (although there is more
inclusion of Xbox LIVE services), despite the departure of Notch from the
development team around them.
Distribution:
How it circulates, is marketed and is advertised
Consumption:
Audience purchasing the game
Audience
pleasures from playing the game.
Conclusion:
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