PAPER 2 QUESTION 2s Flashcards

1
Q

Explain the impact of digitally convergent media platforms on video game production, distribution and consumption.

Refer to Minecraft to support your answer

A
  • mobile phones/iPads/tablets are digitally convergent media platforms, developments in technology of iOS, Android and Google devices means now video games can be played on them and even use cross-platform play (Better Together 2017 update Minecraft); more people can play online with friends with less of an economic barrier as not everyone can afford consoles or PCs
  • gaming consoles Xbox, PlayStation, Nintendo Switch are digitally convergent media platforms, as well as video games, people can access the internet, YouTube, Netflix etc on these consoles
  • video games such as Minecraft can be purchased and distributed digitally which means less physical copies have to be created, this could lead to better profit without having to pay for packaging, cover art, DVDs etc when players can just download online, cut down on distribution costs
  • development of digital convergence led to the development of the internet and social media, video game fans congregate online to discuss their fav game, e.g. Minecraft fans have communities on Twitter, Reddit, Instagram, Twitch and YouTube, people become famous off of playing video games/Minecraft due to the development of streaming and live-streaming services where fans watch these gamers play games with commentary
  • development of streaming services (YouTube and Twitch) and social media (Insta, Twitter/X, Reddit, TikTok) led to the rise of “prosumers”, less of a barrier between producers and audience, audience’s posts online directly influence the content/updates added to games e.g. Minecraft live mob vote in 2020 on Twitter, fans votes via poll for which mob they wanted to be added into the game, a direct example of audiences being active prosumers and influencing the production of video games; beta testing as well, fans make YouTube videos testing out new versions of Minecraft which the developers see and take into account any bugs/glitches and the fan’s concerns/complaints/suggestions
  • development of digitally convergent platforms has led to the risk of piracy and leaks of content, which can be easy shared around online forums/social media platforms which negatively affects the video game industry
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2
Q

Explain how audiences can interact with video game producers to become actively involved in media production.

Refer to Minecraft to support your answer.

A
  • audiences interact with producers via social media (Insta, Twitter/X, Reddit, TikTok) directly in order to share any complaints or suggestions they have about the game, e.g. Minecraft held a live mob vote in 2020 which allowed audiences to directly impact and influence the production of the game
  • audiences can interact with producers via live streaming sites and video sharing platforms such as YouTube and Twitch, where fans can also share their complaint and suggestions about the game, most notably fans participate in beta testing for Minecraft and make videos to talk about any bugs/glitches or what they think could be improved (prosumers, fans produce content at the same time as consuming the game e.g. DanTDM or Ali A)
  • audiences can interact with video game producers at in-person conventions and events, e.g. annual Minecon where there are panels with the producers and developers, fans can ask them questions or give suggestions that could be added into the game
  • audience demand for cross-platform play led to its implementation in 2017 Better Together update, producers took direct influence from audience interaction and requests
  • audiences interact with producers through in-game purchases and “Minecoins” which can be used to purchase skins, maps and texture packs
  • Minecraft mods, audiences are prosumers who can create mods in Minecraft as the game is made using Java (open-source script programming language) which makes it relatively easy for players to modify the game and use their own creativity to add their own items, audiences are becoming their own producers and then other players can download these mods and use them in their own games via online websites and social media, where creators showcase/upload download links, Minecraft YouTubers like DanTDM had a YouTube series “mod showcase” where he would show off and promote mods he found online which influenced his viewers to also download these mods and play Minecraft
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3
Q

Explain how the arrival of digitally convergent media platforms has impacted on film producers.

Refer to Disney and its 1967 and 2016 version of The Jungle Book to support your answer.

A
  • positive economic impact, development of digitally convergent media platforms such as mobiles/iPads/gaming consoles/smart TVs etc led to subscription based streaming services such as Netflix and Disney+; in terms of the Jungle Book both versions are available on Disney+ which leads to more profit for Disney
  • in 1967 producers were only thinking about the film as a single entity and for only cinematic/TV release but due to modern developments in technology 2016 producers also had to consider the film alongside merchandise and other side-by-side releases in order to satisfy all customers and make the most profit (JB16 released on DVD, Blu-ray, iMAX etc) and viewing on smaller devices, modern producers also have to take synergy opportunities more into consideration, 1967 they only could promote the film via theme park ride and toys, but in 2016 there are more ways such as Superbowl adverts, TV ads, social media and then theme park + merch on top of that
  • development of social media positively impacted the distribution and promotion/advertising of JB16, interactive film poster and Kaa the snake filter on Snap, behind the scenes trailers and teasers on Twitter/Facebook/Instagram, trailers and teasers shown on YouTube and on TV; better compared to 1967 when trailers could only be shown in the cinema before other films and they only had hand-drawn posters as promotion, fans of the film could post about it on social media to generate hype/buzz and encourage more people to see it, 1967 was less advanced in terms of distributing promotion globally due to lack of technology but 2016 it is easy to spread the film to 70+ countries and even at strategic times of school holidays (released 8 April in India on Indian New Year)
  • development of technology means producers can use more high-end tech such as CGI, VFX, bluescreen, previz etc all present in JB16, not present in JB67, also means a much higher budget for producers as JB16 had a $175-177mil budget due to all the 3D special effects and them outsourcing tech from MPC in London but JB67 had a much smaller $4mil budget due to inexpensive techniques like 2D hand drawn animation on celluloid film, traditional cel animation, xerography, multiplane camera, since the developments of technology and the success it brings of audiences enjoying seeing all the cool new effects, Disney has not produced a traditional 2D hand-drawn animated film in decades due to time-consuming and not doing as well commercially
  • different reasons for production; JB67 was mainly created to combat the failure of The Sword in the Stone 1963, but JB16 mainly created to reimagine the old film, gain wide audiences of old and young generation, to show off Disney’s production of technology, CGI and VFX skills, many intertextual references from JB67 to capitalise on its success, as a Big 6 conglomerate Disney is constantly in competition with other studios such as Sony or Universal so they need to establish their talent and make the most money with the best CGI effects, vertical integration and digital convergence between subsidiaries is the key to monetary success
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