Week 9: 2.5 All the world's a game: virtual worlds, interactivity, convergence

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Summary from class lecture:

  • movie industry & media connection
  • virtual world & real world
  • impossible to switch off digital world
  • distinctive => senseless
  • curiosity
  • significant aspect of digital media & culture
  • expresses both existing & newly emerging possibility
  • negative & positive
  • politically, economically, socially, culturally
  • Why the film industry involved in the game industry
  • World of Warcraft (WoW) 
    • 11.5 million paying subscribers
    • pay US$14.95 every month
    • Plus: books, music, clothing, board games, calenders, card games, etc
  • computer games is not just a computer games, it is more than that
  • think of the production
  • Fans 
    •  Examples: the guilds, 'do you wanna date my avatar', south park, exhibition, video, remediation
  • Games stay 'alive'
  • we are not in Kansas anymore
  • commercial product
    • consumed worldwide
    • exploited worldwide
  • WoW - MMOs
    • large scale
    • mostly made by man ( 90-95%)
    • born out of Richard Bartle's MUD 1
  • Life in the MMO 
    • MMO is obviously a construct
    • rules enable the action and relations
    • rules govern behavior
  • open design: eg.Second Life, Project Entropia
  • closed design: eg. Wow, EverQuest
  • both designs enable different actions and experiences
  • on economic, ownership and gameplay - different designs different ideas
  • key issues: commercialisation of the game and commodification of information
  • Who owns the information 
  • Different designs explore/ enable different ideas
  • Why keep a design closed?
    • maintaining the game's economy
    • maintaining the player experience
    • perception of fairness
    • inflation and deflation
  • these economics are constructs
  • and their black markets can be big money
    • scarcity in game - senseless
    • value too therefore is constructive
  • in the digital world, time = money
  • gold farming - buying time
  • distinction between actual & virtual money 
  • The use of 'Bots'
  • Impacts
    • griefplay
    • minor
    • murder
    • marriage
    • addiction
    • crime
    • child labour
    • global inequity
    • discrimination
  • Korea online game industry is huge