Minecraft Notes:

Minecraft is a sandbox video game made by Mojang. There are two main modes: creative and survival. Markuss Persson created it and sold it to Microsoft in 2014 for $2.5 billion. It first spread by word of mouth with 16 million users on release. It is available on 14+ platforms and it has won various awards such as: game of the year and a BAFTA.

Independent (Mojang) low budget:
Production - simple instructions, 2 modes, Java gave it advantage of cross platform, easier processing.
Distribution - no advertising costs, word of mouth, prosumers produced YouTube videos.
Circulation/audience - players with knowledge of computers, attracted coders, cross media platform.

Conglomerate (Microsoft) high budget:
Production - released skin packs, incorporating VR, earth puts the game in new tech.
Distribution - joined with Lego (synergy), film planned for 2022, merch, online shop.
Circulation/audience - game to PlayStation and wii, mass market, wider audience.

How is production, distribution and circulation of Minecraft affected by it being a part of a specialised and niche industry?
- the rule less nature of Minecraft is what appeals to the audience - global phenomenon across consoles and hand held.
- On PC, phone, Nintendo, Microsoft allows wider audiences - now includes turtorials which is a new addition to the original.

What is the relationship between technological change and the production, distribution and circulation of Minecraft?
- now the audience no longer need a physical version - spread across computers on windows 10 to promote Microsoft - synergy encouraged download physical copy which incurs more cost - physical copies released 6 months after to prevent piracy

How has ownership affected Minecraft?
- Mojang is now owned by Microsoft studios - in company's interest to invest $2.5 billion to buy Mojang.
- Collaboration with Telltale games who helped develop Minecraft. - ideology of game developer can often surrender their creative license to conglomerate interests to maximise profits.

How is Minecraft regulated and governed or monitored?
- family friendly and initial Minecraft series was rated 'PEGI7+' but later into of Minecraft stories were classified higher
- Realms are hosted on servers by Mojang. the term and conditions are extensive and show how ownership of intellectual content does not lie with the creator.

Audience Profile:
Gender - 75% Male - 24% Female - 1% Non Binary
Age - 23 (median)
Gamer Type - casual 11% / core 72% / 16%
Gaming Frequency - 0-1 day: 5% - 2-3 days: 17% - 4-5 days: 24% - 6-7 days: 53%
Reason: Community, Discovery, Design

Industry Concepts - How they affected audiences:
Ownership - Mojang owned by Microsoft - Microsoft audience could now be exposed to their new owned game (could attract more). Owner decides who to sell to. once it was sold he lost control and now its available on VR.
Technological Change - Due to original nature of the game, most players simply logged in to play Minecraft and didn't need a physical copy of the game - Removes financial barrier so increases audience but still established in the PC/gaming culture - New Xbox two has it automatically downloaded.
Regulation - Rule less nature appealed to audiences - Allows audience to create their own game (more freedom). Education version - used in school for educational purposes.

Comments

Popular Posts