Digitally convergent media: Video games consoles are an excellent example of a digitally convergent device, you can not only play games but access social media, surf the internet, stream films and TV content and upload content into cloud based servers. Cross-media content helps maximise profits and also improve reach to new customers.
Production: This refers to all phases of designing, developing and making the media product;.
Distribution: This refers to all processes linked to delivering the media product to audiences both through tangible (disc) and digital (Cloud based) media.
Consumption: Explores the way in which the media text is used by audiences for pleasure but also explores the rise of user generated content across several platforms.
New media is on-demand content accessed via the internet through digital devices, such as personal computers and smartphones. New media texts can involve interactive elements such as audience engagement and feedback. ... Media convergence lets audiences use one platform to consume various types of media texts.
What is Minecraft
Minecraft is a 2011 sandbox video game created by Swedish game developer Markus Persson and later developed by Mojang. The game allows players to build with a variety of different blocks in a 3D procedurally generated world, requiring creativity from players.
• When was minecraft created.
17 May 2009
• By whom
Markus Alexej Persson
• How much was Minecraft sold for.
This is a form of user generated content, which increases popularity for the product. It is a different kind of free marketing, and hits a younger audience.
Minecraft is the second most successful video game of all time behind Tetris.
It was created and designed by Markus Persson, a game programmer, who also developed and published the game through his company Mojang. A full version of the game went on release in November 2011.
To date, well over 121 million copies have been sold across all platforms, including over 27 million PC copies, making it the biggest selling PC game of all time.
Without the commercial backing of a mainstream publisher, and no money spent on advertising revenue, the game relied on word of mouth between gamers and featured on sites such as the Penny Arcade web comic to generate interest amongst gamers.
by January 2011, the beta-version of the game had passed over one million purchases in just only a month, and by April 2011 Persson estimated that US$33 million of revenue had been made.
TASK 1: students to find their own (Memorable) Minecraft parody, discuss the advantages of low cost user generated marketing.
2 RECORD HOW THE GAME “ SYNERGY WITH LEGO WAS HELPFUL IN TARGETING YOUNGER AUDIENCES.
The game was carefully marketed to audiences as identified above, as an online version of Lego and in doing so aligned itself with one of the most iconic ‘learning construction education products’ in history.
Both Minecraft and Lego have the same audience of children, and are both similar sandbox games. If customers enjoy Lego, they may also like Minecraft.
how Minecraft is used within the education sector :
- Learn Coding
- Collaborative Work
- Creative Problem Solving
- Engineering
In November 2011, prior to the game’s official release, Minecraft had over 16 million registered users and 4 million purchases.
Due to its popularity, Minecraft was released across multiple platforms becoming a commercially viable franchise with increased interactivity. In particular, Minecraft: Pocket Edition was released on Sony Xperia Play, available on Sony Xperia smartphones. Minecraft also become available on Android and iOS devices shortly after.
Different game genres:
Action
Arcade
Adventure
Fighting
Racing
FPS
Sandbox
Due to the original nature of the game, most players simply logged in to play Minecraft and didn’t need a physical copy of the game.
When the Xbox and PlayStation versions were created there was often a chance to offer digital versions of the same game across the Windows 10 operating system
Users were often encouraged to download the game through the cloud servers rather than a physical copy of the game which would incur more of a cost for the institution.
Physical copies of the game were released 6 months after the cloud versions t encourage online purchase and reduce the risk of piracy
Minecraft Oculus Rift
- Highest selling 3d game ever with 150 million copies sold
- immersive
- forefront of technology
- people more active
- released 2016
- cross platform
2010 Minecraft was developed as a multiplayer game using JAVA code..
Gamers were able to contribute to the development of the program eliminating bugs and facilitating multiplayer capability
In September of 2013, Microsoft bought all rights to Minecraft from Mojang for $2.5 billion dollars.
2017 Microsoft ownership develops the cross platform capability of Minecraft which is now available on C gamers but those who own smartphones, Microsoft consoles (Xbox); Playstation 3, 4 and PS Vita; and more recently Nintendo consoles (Wii U) and hand-held devices (Nintendo Switch and Nintendo New 3DS, New 2DS XL and New 3DS XL)
This opens up the market for the game (potentially increasing profits)
Newer games e.g. for smart phones were programmed in C++ (which limit the Minecraft community from modifying the code)
Newer games such as cross platform play are more complex and refined in their graphic content. See https://www.pcgamesn.com/minecraft/microsoft-minecraft-java-edition
https://www.theverge.com/2017/9/20/16339242/minecraft-cross-platform-update-better-together-windows-10-pc-mobile-switch-xbox
Minecraft: Story Mode, follow more of the recognisable institutional conventions of game development including tutorials on how to play the game
Minecraft Realms - payed for server space
Minecraft Story Mode has a narrative and a streamlined storyline.
Minecraft and subsequent versions and variations of the game offers familiar pleasures to existing fans (narrative features, open world gameplay etc.) along with new elements to target a wider audience (e.g. Story Mode).
The creation of Minecraft Realms was a well-considered way to attract and encourage audiences to use the game on dedicated servers
The interrelationship between media technologies and patterns of consumption and response.
YouTube, Facebook and online fan communities has enabled Minecraft’s audience to have an active voice in its ongoing production through detailed feedback and commentary on modifications and beta tests. There are several niche forums that should also be investigated across the internet.
Minecraft Youtuber -
1)Stampy
9 million subscribers
6.8 billion views in total
Minecraft videos
2)Preston
8.1 million subscribers
2,738,976,896 views in total
Posts videos, which are occasionally Minecraft related.
The establishment of Minecraft Marketplace is a great example of the industry listening to their audiences (fans) and allowing
the trade of different maps, textures and ‘add ons’ in a legitimate setting. - Look up Minecraft Market Place and discuss the opportunities for users to make money from their use of Minecraft
The nature of the game has also allowed audiences to learn new skills, such as programming.
Minecraft Marketplace is a way to browse and purchase community made content from within the game. Content purchases in the Marketplace are made using a currency called Minecraft Coins, which is purchased in the game store.