all the world's a game

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All the world’s a game: virtual worlds, interactivity, convergence Dr Ted Mitew Associate Lecturer tedmitew.com @tedmitew

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Lecture slides from a talk on gaming and convergence I gave in 2010

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Page 1: All the world's a game

All the world’s a game: virtual worlds, interactivity, convergence

Dr Ted MitewAssociate Lecturer

tedmitew.com @tedmitew

Page 2: All the world's a game

remediation

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Virtual vs RealConvergenceInteractivity

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GAMING what’s the point?

apart from fighting zombies

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the numbers…

GAMING what’s the point?

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68% of American households play computer games

Source: ESA ‘Essential Facts’, 2009 www.gadget.co.za

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a generation born into gaming

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Average gamer age is

35

Source: ESA ‘Essential Facts’, 2009

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In 2009

26%of gamers were over the age of 50

Source: ESA ‘Essential Facts’, 2009

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and

25%under 18

Source: ESA ‘Essential Facts’, 2009

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40% of US gamers

are female

Source: ESA ‘Essential Facts’, 2009 www.laptopskinsplus.com

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Average age of most frequent game purchaser

is 39

Source: ESA ‘Essential Facts’, 2009

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62% of gamers play games with other

gamers in person

that is an increase from

56% in 2007

Source: ESA ‘Essential Facts’, 2009

gaming is increasingly social

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Top 5 selling video games of 2008

Wii PlayWii Mario KartWii FitWii Super Smash BrosXbox GTA IV

Source: ESA ‘Essential Facts’, 2009

convergence to the hub

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70% of users are online gamers

Source: NPD Study, October 2007

76% of users are online gamers

70% of users are online gamers

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convergent gaming hubs

connectivity becomes more important than technology

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ubiquity of screensmobility

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23% of regular gamers pay to play online

compared to 8% in 2004

Source: ESA ‘Essential Facts’, 2009

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http://www.mmogchart.com/charts/

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http://www.mmogchart.com/charts/

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World of Warcraft

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the virtual /real economy

World of Warcraft has

11.5 million subscribers

paying

14.95 US$/month

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This makes

$2.070 billiona year, excluding income from

merchandising

Avatar grossed $2.039 billion

the virtual /real economy

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pay-per-play business model

monthly subscription

patch releases

consumer feedback & involvement

the virtual /real economy

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convergence of digital and physical

time=money

artificial scarcity

black markets

copyright

the virtual /real economy

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January 2010

South Korea’s Supreme Court rules virtual currencies are sound money and should be freely convertible for real, physical cash

http://www.koreatimes.co.kr/www/news/nation/2010/01/116_58775.html

the virtual /real economy

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the virtual /real economy

goldfarming

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the virtual /real economy

virtual currencies

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the virtual /real economy

advertising

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the virtual /real economy

advertising

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convergence between

Gaming - Hollywood - Military

bleed-in between cinematic effects, simulation, and reality

the virtual /real economy

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modding as interactive participation

the virtual /real economy

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thank you