Thursday, 8 May 2008

Mobile Gaming

David Gosen CEO of I-Play ahs predicted that the gaming console industry will be left with a 'niche audience' to target as mobile gaming becomes ever more popular.
the number of mobile subscribers is forecast to reach 2.8 billion in 2008 and that sales will reacg double that of consoles

Game Console Development

The gaming industry has come a long way since its humble beginnings more than thirty years ago. From a time when people were thrilled to see a square white block and two rectangular paddles on the screen to today, where gamers explore realistic three-dimensional worlds in high resolution with surround sound, the experience of being a gamer has changed radically.
The Article in Full






Moral Panics & Issues

The availability of video games has led to an epidemic of youth violence.
Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. It's true that young offenders who have committed school shootings in America have also been game players. But young people in general are more likely to be gamers — 90 percent of boys and 40 percent of girls play. The overwhelming majority of kids who play do NOT commit antisocial acts.
Scientific evidence links violent game play with youth aggression.
Claims like this are based on the work of researchers who represent one relatively narrow school of research, "media effects.If there is a consensus emerging around this research, it is that violent video games may be one risk factor - when coupled with other more immediate, real-world influences — which can contribute to anti-social behavior."But no research has found that video games are a primary factor or that violent video game play could turn an otherwise normal person into a killer.
Children are the primary market for video games.
The centre of the video game market has shifted older as the first generation of gamers continues to play into adulthood. Already 62 percent of the console market is age 18 or older. The game industry caters to adult tastes. Meanwhile, a sizable number of parents ignore game ratings because they assume that games are for kids. One quarter of children ages 11 to 16 identify an M-Rated (Mature Content) game as among their favorites. Clearly, more should be done to restrict advertising and marketing that targets young consumers with mature content, and to educate parents about the media choices they are facing.
Video game play is socially isolating.
Much video game play is social. Almost 60 percent of frequent gamers play with friends. Thirty-three percent play with siblings and 25 percent play with spouses or parents. Even games designed for single players are often played socially.Two players may be fighting to death on screen and growing closer as friends off screen. Social expectations are reaffirmed through the social contract governing play, even as they are symbolically cast aside within the transgressive fantasies represented onscreen.

My Source

Thursday, 1 May 2008

Using your wider knowledge of NMT's, discuss how far young people's use of media technology differs from that of their parents?

There is undoubtedly a divide between parents and their children in terms of media technology. This can be put down to the rapid development and growth within new media technologies. the parents generation of technology involved the introduction of compatc discs, where as the music industry now is focused on digital downloading, parents are likely to be content with buying news CD's than downloading new music. With this comes the issues of piracy and illegal downloads, Children are likely to participate in illegal downloading as it is seen as part of the culture that NMT's have created. Parents are unlikely to follow this trend. This is reinforced in the mobile phone industry as younger people are more likely to upgrade phones as they are seen as a fashion item and there is competition betwen youths to have the best phone. However, parents are likely to be content with phones for a longer period of time.

Friday, 25 April 2008

Reviews

Playstation 3
"Excellent system. Graphics and interface are amazing and innovative. The PS3 features free online service along with game play along with full HD and a blue-ray player. This is definitely a better buy then other systems."

"The console is way too expensive at the present time. The graphics are no better than the Xbox 360. The controller is poorly designed and has a cheap feel to it. Sony's online service is clunky at best and comes no where near Xbox Live."

Xbox 360
"Game Library, Live Marketplace, Best online support bar none"

"Overheats, the cooling fan gets real loud. When it does overheat, the system will lock up or crash some other way"

Nintendo Wii

So which is Best?

I have concluded that it is impossible for anyon to say which is best. The Xbox has a wide range of games and its online play is excellent. The PS3 provides internet browser, boasts a free online service and has Blu-ray capabilities. The Wii is a unique interactive way of gaming and is lowest in price and has totally new experiances for the consumer.
This is down to the fact that personal aspects play a key part in the gaming industry. Items such as customer loyality and personal choice.

Handheld Gaming or Second War

Both Sony and Nintendo have released handheld gaming devices in which their sales trounce the games console sales.
Game Boy Advance: 81.06 million
Nintendo DS: 70.6 million
PlayStation Portable: 25.39 million (Wikipedia)
Does this mean that handheld gaming is better than games consoles or is it merely a combination of lower prices and a desire to fulfil peoples drudgery of modern day living. It is clear that the graphics and features of these systems are much lower but the sales dont reflect this. It remains evident that these consoles are key in the gaming industry.