How to answer Minecraft questions:

Explain the impact of digitally convergent media platforms on video production, distribution and consumption (15 marks)
- Macro - Micro
- Focus on INDUSTRY and then Minecraft

Point: The programming language used in the development can have an impact on how it is affected by platforms and their users:
  • Micro: The initial audience of programmers/coders/developers created a community which expanded to pretty much anyone. Ultimately, the audience grew to be a lot broader and the digitally convergent platforms allowed them to be widely reached. The Java script used ensured the audience could play collectively across platforms such as Xbox, Windows, IOS etc. In 2014 Minecraft was sold to Microsoft for $2.5 billion, supporting the success of the game due to the digitally convergent platforms. With fewer hard copies, moving to downloadable versions, it was more accessible for the numerous devices. However, this did mean an increase in piracy could be seen with less of the hard copies bought. Ultimately, Minecraft attracted the wide range of users over the competing games at the time like Nintendo's Battleminer, allowing it to be the leading game across these platforms.
Point: The emergence of digitally convergent media platforms brought about a huge surge in opportunities for the synergy in the gaming industry:
- impact this has on consumer size and why
- what that meant for Minecraft/how it did it
- what platforms it became available on
  • Micro: With digitally convergent media platforms, Minecraft was able to target that mass audience that attracted companies to reach out and synergise. For example, Lego created toys and Warner Brothers proposed a film to come out in 2022. This meant Minecraft were able to bring an even wider audience with the addition cross media convergence. The platforms it became available on were Xbox, Windows, IOS etc. This meant that not only consoles but hand-held devices were compatible and ultimately contributed to the consumers size. This is because of the overlapping audiences reached through synergising companies and digitally convergent media platforms. With the initial audience being 16million alone for Minecraft, it could only expand to their now 131 million.
Point: Convergent media platforms greatly increase distribution opportunities:
- market place allows users to buy other features
- maximise profits
- Steam (developed by Valve Corp.) offers story mode - online video game store

Consumers using convergent media platforms can take part in the production process:
- have an active voice in ongoing production - beta testing on facebook and youtube
- twitter account documents developments for users
- allows users to create new in-game content via beta testing - shareable

Biggest threat to the game industry is piracy via leaked content on multiple platforms (because of DCMPs):
- will share and develop
- less hard copies bought
- online experiences through packages sold are appealing

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