Minecraft
Media industry: How
the media industries’ processes of production, distribution and circulation
affect media forms and platforms.
Media audience: How
media forms target, reach and address audiences, how
audiences interpret and respond to them and how
members of audiences become producers themselves.
Digitally convergent media:
Video games consoles are an excellent example of a digitally convergent device, you
can not only play games but access social media, surf the internet, stream
films and TV content and upload content into cloud based servers. Cross-media
content helps maximise
profits and also improve reach to new customers.
Production: This
refers to all phases of designing, developing and making the media product;.
Distribution: This
refers to all processes linked to delivering the media product to audiences
both through tangible (disc) and digital (Cloud based) media.
Consumption:
Explores the way in which the media text is used by audiences for
pleasure but also explores the rise of user
generated content across several platforms.
Minecraft info-
- Created on 17th May 2009 and released in 2011
- Created by Mojang, Marcus pearson
- Minecraft is what's called a sandbox game, where the player creates the game themselves by manipulating the world within it (like kids playing in the sand). There are no specific steps or goals, so everyone playing the game is having a different experience.
- Minecraft was sold for $2.5 billion and is now owned by Microsoft
- Minecraft is the second most successful video game
of all time behind Tetris.
- It was created and designed by Markus Persson,
a game programmer, who also developed and published the game through his company Mojang. A full version of the game went on release in November 2011.
a game programmer, who also developed and published the game through his company Mojang. A full version of the game went on release in November 2011.
- To date, well over 121 million copies
have been sold across all platforms, including over 27 million PC copies,
making it the biggest selling PC game of all time.
- In November 2011, prior to the game’s
official release, Minecraft had
over 16 million registered users and 4 million purchases.
- Due to its popularity, Minecraft was released
across multiple platforms becoming a commercially viable franchise with
increased interactivity. In particular, Minecraft: Pocket Edition was released on Sony Xperia
Play, available on Sony Xperia
smartphones. Minecraft also
become available on Android and iOS
devices shortly
after.
ORIGINS -
•Having
been
inspired by similar games such as Dwarf Fortress, a single- player construction
and management game; his goal was to produce a Role Playing Game variation.
•Minecraft is a Sandbox
game,
created and developed by Swedish based Mojang Studios. The game has
been described
as a virtual world of Lego that involves following simple instructions in order
to play it
•Minecraft’s
Swedish creator, Markus “Notch” Persson started creating the game in May of
2009 having
been inspired by similar games such as Dwarf Fortress, a single- player
construction and management game; his goal was to produce a Role
Playing Game variation.
The success of the games market.
–The
UK’s US$4 billion;
–China,
US$24.4 billion
–America’s
US$23.6 billion.
A recent report by the UKIE1 suggests that the global games market is
now worth in excess of US$100 billion.
In comparison
to traditional media like film, radio, print and television, video games are much
younger, exponentially growing since the 1970s
MINECRAFT PARODIES -
- increases popularity
- free marketing
- appeals to a different audience
- Without the commercial backing of a mainstream
publisher, and no money spent on advertising revenue, the game relied on word
of mouth between
gamers and featured on sites such as the Penny
Arcade web comic to
generate interest amongst gamers.
-By January
2011, the beta-version of the game had passed over one million purchases in
just only a month, and
by April
2011 Persson
estimated that US$33 million of revenue had been made
- Mine craft inspired videos gained significant
popularity on YouTube generating viral hype and talk ability.
TASK 2 RECORD HOW THE GAME “ SYNERGY WITH
LEGO WAS HELPFUL IN TARGETING YOUNGER AUDIENCES.

Lego already sells minecraft building sets and lego sets, so in turn minecraft and lego work together to bounce target audiences between their businesses, so by the synergy being created their merchandise is exposed to a larger target audience.
Benefits of minecraft in Education -
- coding
- creative problem solving
- increases hand eye coordination
- engineering
- teamwork

be purchased over the internet using such outlets
the Playstation Network or Xbox Live Arcade. Recent additions include the Nintendo platform which was excluded from the initial Minecraft releases; available to download from December 2015 with physical copies from June 2016 and most recently for Nintendo Switch (May 2017) and Nintendo 3DS (download
only from September 2017). The Minecraft:
Story Mode -
Types of game genres -
1. Action 2. Arcade
3. Adventure 4. Fighting
5. Racing 6. Shooter 7. Sandbox
Media
Industries: Minecraft’s specialised
and institutionalised
nature of media production, distribution and circulation:
It is worth considering how a simple
PC Java game has
become a globally successful phenomenon across all consoles and hand-held devices
2017 Minecraft is
now a multi- platform game which is not only just for PC gamers but those who own
smartphones,
Microsoft consoles (Xbox);
Playstation 3, 4
and PS Vita; and more recently Nintendo
consoles (Wii U) and hand-held devices (Nintendo
Switch and Nintendo New 3DS, New 2DS XL and New 3DS XL)
Developments in production
Gamers were able to contribute to the
development of the program eliminating bugs and facilitating multiplayer
capability
In September of 2013, Microsoft
bought all rights to Minecraft from
Mojang for
$2.5 billion dollars.
The relationship of recent technological change and media production, distribution and circulation.
Due to the original nature of the game, most
players simply logged in to play Minecraft and didn’t need a physical copy of the
game.
When the Xbox and PlayStation versions were
created there was often a
chance
to offer digital versions of the same game across the Windows 10 operating
system
Users were often encouraged to download the
game through the cloud servers rather than a physical copy of the game which
would incur more of a cost for the institution.
Physical copies of the game were released
6 months after the cloud versions t encourage online purchase and reduce the
risk of piracy
The significance of patterns of
ownership and control, including conglomerate ownership, vertical integration
and diversification.
Why Microsoft purchased – Minecraft for 2.5£Bn?

–Given
the nature of the parent company and the loyal fan base of PC gamers, it was in
the company’s interest to invest US$2.5 billion to purchase Mojang for
long term revenue.
–Microsoft
have since developed the product using more complex coding C++
–This
has enabled multi platform access (mentioned previously)
–They
have launched newer more traditional programs such as Minecraft
Story board
–Minecraft
in November 2014 of that year, plans to work on a virtual reality version of Minecraft in Partnership with Oculus
in November 2014 of that year, plans to work on a virtual reality version of Minecraft in Partnership with Oculus
Oculus and Minecraft -
- Minecraft is the best 3D game ever sold
- Immersive, life like
- Forefront of technology
- People more active
- Cross platform
- Released 2016
The significance of economic factors, including commercial and not-for-profit public funding, to media industries and their products.
Mine crafts commercial
success -
–Budgets
for games vary and Minecraft is a
good example of a game that was made and developed using readily available open
source software within the gaming community; creating the original Minecraft
using Java gave it the advantage of being cross-platform: it will run on
Windows, Mac OS X, and Linux.
–other
mainstream games that require entire teams of programmers, artists and
engineers to make video games that have budgets equal or exceeding that of
mainstream films. AN example of this
includes CALL OF DUTY
Minecraft’s not for profit funding of projects -

–An educational
version has also been developed, MinecraftEdu
(2012), which has several applications to help teach subject and develop a
culture of computer programming amongst digital natives.
How audiences are grouped and categorised
by media industries, including by age, gender and social class, as well as by
lifestyle and taste.
Mine craft has universal appeal. It is useful to
explore how such a game can appeal to different ages, genders and audiences
from different social and cultural backgrounds.
The variety of different modes is certainly a
contributing factor to the game’s success, but also the way in which audiences
can control and shape their own worlds and create new identities through mods
and altering textures, maps and craft kits.
Media
Industries: Minecraft
Audience categorisation?
under
15 (147 votes [20.59%])
15-21 (312 votes [43.70%])
22-30
(150 votes [21.01%])
31-40
(58 votes [8.12%])
41-50
(23 votes [3.22%])
51-60
(5 votes [0.70%])
61-70
(1 votes [0.14%])
71-80
(1 votes [0.14%])
81+
(17 votes [2.38%])
Minecraft
Realms
The relationship of recent technological
change and media production, distribution and circulation.
2013

Realms
is intended for use by small groups of
friends or as a family server
- pay for services
- secure server
- cross platform
- secure server
- cross platform
Minecraft story
mode.
Developments in production
2015 – 2017 Microsoft offers
Minecraft: Story Mode is an episodic
point-and-click graphic adventure video game
- based on a story
- missions and tasks to complete
- not a sandbox game
- missions and tasks to complete
- not a sandbox game
How media producers target, attract,
reach, address and potentially construct audiences.
Minecraft and subsequent versions and variations of
the game offers familiar pleasures to existing fans (narrative features, open
world gameplay etc.) along with new elements to target a wider audience (e.g.
Story Mode).
The creation of Minecraft Realms was a
well-considered way to attract and encourage audiences to use the game on
dedicated servers
How audiences respond to Minecraft.
The interrelationship between media
technologies and patterns of consumption and response.
YouTube, Facebook and online fan communities has
enabled Minecraft’s
audience to have an active voice in its ongoing production through detailed
feedback and commentary on modifications and beta tests. There are several
niche forums that should also be investigated across the internet.

- Stampy
9 million subscribers
6.8 billion total views
minecraft vids
- Sky does minecraft
11.6 million subscribers
3.7 billion total views
Everyday vlogs

- Preston playz
8.1 million subscribers
3 billion views in total
posts videos which are sometimes minecraft related.
Minecraft online forums and youtube channels have been created by people to explain the games, hacks, present their best work and this promotes the game for free
How audiences interact with the media and can be actively involved in media production.
The establishment of Minecraft Marketplace is
a great example of the industry listening to their audiences (fans) and allowing
the
trade of different maps, textures and ‘add ons’ in a legitimate setting. - Look up Minecraft Market Place and discuss
the opportunities for users to make money from their use of Minecraft
The nature of the game has also allowed
audiences to learn new skills, such as programming.

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