all the world's a game
DESCRIPTION
Lecture slides from a talk on gaming and convergence I gave in 2010TRANSCRIPT
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All the world’s a game: virtual worlds, interactivity, convergence
Dr Ted MitewAssociate Lecturer
tedmitew.com @tedmitew
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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