Friday, April 27, 2007

Feedback #2

Well done - some evidence of thorough research. You still need to add some depth (moral panics / future of gaming?) however you are nearly there.

Thursday, April 26, 2007

test out your blog.

Test out your case study.

Write a list of general terms related to NMTs.

- Convergence.
- Linear/non-linear.
- Digitisation.
- Personalisation.
- Interactivity.
- Democratisation.
-Peer-to-peer.

Write a list of key terminology related to your chosen technology.

- Sony Playstation 3, Microsoft X-Box 360, Nintendo Wii.
- MMO (massive multiplayer online).
- RPG (role-playing game).
- EDi – Electronic Distribution initiative.
- Sony’s Game 3.0 philosophy- emphasising social interaction, community, customisation, open -source.
- Blu-ray disc.

From your blog, select 10 statements (stats, quotations) that you have found during your research which relate to debates on audiences’ changing experiences, institutions response on technology, the future etc. NAME ANY SOURCES.

- "It's about community, collaboration and customisation," said Sony's Phil Harrison at the Game Developers Conference, in San Francisco. "The industry is on the threshold of a new era of creativity, collaboration, communication and commerce embedded into an experience to empower games.” – BBC News article.
- "Online gaming is now more interesting than offline living, and when you can get everything from your food to your benefits delivered to your door, there really is very little excuse for going out." – Guy Browning, The Guardian.
- "The new machine includes an advanced Cell processor, which Sony claimed would make it superior to anything else available in the console world, as well as a Blu-ray high definition disc drive which the company hopes will become the successor to the popular DVD format." – Bobbie Johnson, technology correspondent for The Guardian.
- “Teenagers about to scramble for the "Rolls-Royce" of games consoles" – Paul Lewis and Bobbie Johnson, The Guardian. Teenagers and children now judging each other on the type of games console that they have.
- In the first 6-7 months of ‘Second Life’ over 5 million accounts were created.
- "Gamers today, instead of being thrown into a universe created by teams of designers, can grow their own world, inhabited by any shape of creature they can imagine."
- "Too often in today’s society we want to push the blame elsewhere, and not accept personal responsibility for those things over which we can have a great deal, if not full, control. All this finger pointing may make us feel better about ourselves, but it does precious little to solve any real problems."
- "As a parent or guardian, do you not have the power to turn off the console, take away the potato chips, and simply order your child to go outside and play???"
- "Gamers today, instead of being thrown into a universe created by teams of designers, can grow their own world, inhabited by any shape of creature they can imagine."

Wednesday, April 25, 2007

other NMT's

Digital Television.

1984 – Sky channel satellite television.
1998 – Digital satellite television (DST).

T.V. becomes a multimedia station – convergence.

New advances: remote controls, plasma screen, surround sound, HDTV, personal video recorder, timeshift technology.

Digital T.V. broadcasters make use of established means of television reception to carry digital television signals: aerial, satellite dish and cable.

DDT (digital terrestrial T.V.) – ITVDigital, Freeview, picked up by set-top box.
DST (digital satellite T.V.) – SkyDigital, signals are received by satellite dish.
DCT (digital cable T.V.) – Telewest, NTL, fibre optic cabling connected to subscriber television texts.

Narrowcasting – niche audiences based on specific interests or genres.




The Internet and Music.

  • How has the music industry changed by the development of new technology?
  • New media technology has touched the production, content, performance and reception of popular music in a profound way in the last 20 years. These developments have been driven by the music industry, the musicians and consumers. The internet is at the centre of today’s most contentious debate concerning music – distribution.
  • Digital technology democratises music making. An artist is now often a producer, performer and engineer – a “digital auteur”. Digital technology has converged everything.
  • Independent distribution has been made possible by the internet – do you really need a record deal anymore when you can put yourself out there yourself? Power has been taken away from those that own and control recording studios.
  • New media technologies have massively opened up the ability for popular music to penetrate home environments, and has opened up the way that music is listened to, experienced and consumed e.g. Hi-Fi, PC, DVD player, games console, radio, music stations etc.
  • Digital music empowers the listener in ways that were never possible with vinyl or cassette tape. They can re-order tracks, create new “narrative” by repeating or skipping, and listening therefore becomes a creative form of production.
  • Stereos mean that listening to music becomes a private but mobile experience. It provides a private soundtrack to what might be an otherwise soulless encounter e.g. tube rides, bus journeys and fitness training. This therefore domesticates the external world and blurs the boundaries between public and private.
  • Convergence in other technologies such as mobile phones.
  • Negative technological determinist: But is it an anti-social technology? Surely it stops or at least limits real human interaction?
  • Internet allows for live performances to be transmitted, and for music videos to be streamed.
  • Napster in 2000 was the leading technological development of this kind.
  • Peer to peer networks e.g. Kazaa and Gnutella allow users to transfer digital files between their PCs but with a huge backlog of viruses and spyware.
  • 800 million illegal files are available on the internet. Kazaa cannot be prosecuted itself as it doesn’t “hold” any copyrighted files, it just provides the peer to peer service, however a user can be prosecuted for downloading copyrighted material from Kazaa.
  • DRM – digital rights management – refers to technologies used by publishers or copyright owners to control access to or usage of digital data or hardware. If tracks are digitally rights managed they cannot be copied. Are they protecting the copyright or just trying to monopolise the market?

Film.

Monday, April 23, 2007

is the Playstation 3 really any better than the Playstation 2?

What different services does PS3 offer which were not available on the PS2?

  • This article describes the features on the PS3's "home" facility and how it could change the way we look at gaming and the way in which we socialise with each other.

Saturday, April 21, 2007

advantages and disadvantages of gaming for the audience.

Advantages.

  • Console gaming allows the user a very interactive form of escapism, in which they can get compeltely lost in a world which would not be possible in real life. It allows the gamer to become someone who they could never realistically be, and escape from the world around them.
  • Online gaming such as 'Second Life' allows the user to socialise with people from all over the world and effectively learn about other cultures. It enables the user to form friendships with people whom they would not usually have the oppurtunity to talk to and meet.
  • Gaming can also prove educational in many instances - the logical puzzles which need to be completed in many games provide a challenge for the mind which cannot be obtained from other places and technologies.

Disadvantages.

  • Instances of violence have been linked with gaming, and it can be argued that small children are being subjected to violent situations and images through gaming, and these can cause children to think that this is the right way to behave.
  • Implications on our social lives - although socialising through games such as 'Second Life' can introduce us to people we would not usually have the oppurtunity to meet, it can also draw attention away from our own REAL social lives, and our "friends" which we have "met" (but not actually met!) online can take over and even replace the friends which we have in real life.
  • Gaming is another technology as well as television and film which is argued to be contributing to the growing problem of obesity in children in Britain.

Article about how and why parents need to control their children when it comes to how much time they spend gaming each week. - This could prevent the disadvantags such as violence and obesity from happening.

how is the gaming industry finding new ways of making money out of the audience?

  • Online gaming such as "Second Life", as well as free interfaces such as the PS3's "Home" facility, has opened up a whole new world in which money can be made by practically anyone. In "Home", spaces are available for advertising for up-coming new releases of games and movies, through which the institution can make money beause this advertising space will be popular as it will reach its target audience of gamers straight away. A similar advertising service is available in "Second Life", but here there is also another way of making money. People have now begun to actually live their real life jobs through "Second Life". By purchasing houses and shops etc. in game, users are now selling and exchanging property and items for real money, and a comfortable living can be made out of it.
  • Institutions are now selling us "home entertainment systems", not just games consoles, so more people will want to buy one. They are effectively aiming to create a machine which will be able to cater for all of the audience's technological needs, and have a number of customers who are currently loyal to their products so they know that they will be able to sell them when they finally develop the technology. They can then seriously jack up the prices of the games on the market because they know that they will sell to the millions of people who have bought this box which can do everything.
  • Add-ons for games are becoming more and more popular, especially with the release of the new PS3, which has a Playstation Store in the main menu in which the user can purchase extra levels and chapters for games, extra characters, locations and weapons etc. For the core gamer who has bought the PS3 in the first place, this is the kind of service which they want, and they will buy into it as it will enable them to get the full experience out of the technology.

Friday, April 20, 2007

hypothesis.

The hypotheses which i am going to investigate in order to focus my study are:



  • Is the Playstation 3 really any better than the Playstation 2? What different services does PS3 offer which were not available on the PS2?
  • Which of the three new main games consoles currently available on the market offers the widest range of services for the audience?
  • How is the gaming industry finding new ways of making money out of the audience?
  • Is online gaming posing a threat to the way we live our lives today, both in terms of our social human interaction and our physical health? Advantages and disadvantages of gaming for the audience.
  • Is online gaming creating a digital divide between those who have the financial means to use the technology and use this new oppurtunity for social interaction and those who do not?

READ THIS ARTICLE.