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VIDEO GAMES IN 2021• No controllers• Completely based  on players  movements• Lifelike graphics• Rudimentary  forms of 3D ...
HISTORY OF VIDEO GAMES• Progression  over time • More advanced   graphics • More advanced   controls • More intricate game...
UMBRELLA PERSPECTIVE OF VIDEO GAMES•   Social structure: media systems will push the innovational    technology•   Organiz...
ROGER’S DIFFUSION OF INNOVATIONS: VIDEO                  GAMES• Innovation• Advantage: cutting edge technologies creating ...
MOORE’S INNOVATION ADOPTION RATE: VIDEO                    GAMES•    Benefit: more advanced games•    Improvements in prod...
CRITCAL MASS THEORY: VIDEO GAMES•   Current projects regarding this technology have not caught on    yet because games are...
USES AND GRATIFICATIONS THEORY: VIDEO                   GAMES•   Social: since most games have become interactive, most   ...
MEDIA SYSTEM DEPENDENCY THEORY: VIDEO                   GAMES•   Interaction orientation: adopting new technology will all...
SOCIAL LEARNING/COGNITIVE THEORY: VIDEO                    GAMES•    We learn by modeling others      • This applies to th...
THEORY OF LONG TAIL: VIDEO GAMES•   This theory indicates that digital content makes it possible for    more options to be...
PRINCIPLE OF RELATIVE CONSTANCY: VIDEOGAMES•   Constant amount of disposable income spent on mass media•   New technology ...
CELL PHONE HISTORYCHANGES              O U T O F D AT E• Size/ weight• Durability• VERSATILITY
FUTURE OF CELL PHONES•   More like small computers•   I believe that phones will get to a point that they are as thin as a...
UMBRELLA PERSPECTIVE: CELL PHONESS•   Enabling: tablets already exist, the new part of the technology    will be the decre...
ROGER’S DIFFUSION OF INNOVATIONS: CELL                   PHONES•   Innovation: combines 2 already popular and widely used ...
MOORE’S INNOVATION ADOPTION RATE: CELL                   PHONES•   Benefit: carry around fewer devices•   Improvements in ...
CRITICAL MASS THEORY: CELL PHONES• Once enough of  the innovators  and early  adopters have  begun using  these phones,  c...
USES AND GRATIFICATIONS: CELL PHONES•   Needs: decreases what people have to carry around in a world    that requires an i...
MEDIA SYSTEM DEPENDENCY THEORY: CELL                  PHONES•   These cell phones will become crucial to daily activities ...
SOCIAL LEARNING/COGNITIVE THEORY: CELL                   PHONES•   Companies will encourage learning through observation  ...
LONG TAIL: CELL PHONES•   This theory will allow many brands to create the same sort of    technology and all be reasonabl...
PRINCIPLE OF RELATIVE CONSTANCY: CELL                   PHONES•   Initial purchase may take away from media funds•   Howev...
HISTORY OF MUSIC TECHNOLOGIES•   Records•   Tapes•   Cds•   Mp3s•   Digital•   Illegal•   Legal
PROGRESSION OF MUSIC TECHNOLOGIES• Shift toward  legal listening  options• Mostly free  and  advertisement  supported• Onl...
UMBRELLA PERSPECTIVE: MUSIC•   Social structure: political pressures have tried to discourage    illegal downloading      ...
ROGER’S DIFFUSION OF INNOVATION: MUSIC• New: takes  technology that  was illegal and  tweaks it to make it  acceptable• Ad...
MOORE’S INNOVATION ADOPTION RATE: MUSIC•   This technology is spreading quickly among young adults•   Changes needed for r...
CRITICAL MASS THEORY: MUSIC•   Innovators and early adopters: actions unified and made    obvious to those not using progr...
USES AND GRATIFICATION: MUSIC•   Social origins: by integrating with social media: users can share    their music interest...
MEDIA SYSTEM DEPENDENCY THEORY: MUSIC•   Social understand: makes music from around the work readily    available•   Self-...
SOCIAL LEARNING/COGNITIVE THEORY: MUSIC• Once again,  social media  integration  makes these  forms of music  sharing very...
THEORY OF LONG TAIL: MUSIC• allows for physical forms of music storage to still exist• Digital content allows for music to...
PRINCIPLE OF RELATIVE CONSTANCY: MUSIC•   Rather than drawing away from other incomes, digital music    services actually ...
SOURCESAtkin, David J. (2009). Communication technology and social change:   theory and implications. New Jersey: Lawrence...
IMAGES•   Microsoft word clip art•   http://www.stolaf.edu/services/hr/facebook_logo.png•   http://cdn.coolest-gadgets.com...
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Transcript of "Final presentation"

  1. 1. VIDEO GAMES IN 2021• No controllers• Completely based on players movements• Lifelike graphics• Rudimentary forms of 3D projection games • Not just playing on a screen • More 3 dimensional aspects
  2. 2. HISTORY OF VIDEO GAMES• Progression over time • More advanced graphics • More advanced controls • More intricate games • More interactive
  3. 3. UMBRELLA PERSPECTIVE OF VIDEO GAMES• Social structure: media systems will push the innovational technology• Organizational infrastructure: companies that produce the video games we use today (Wii, playstation, etc.) will continue to produce and distribute games the same way they do today• Hardware: the games will require new consoles and programming• Individual user: users will be more involved in the games• Enabling factors: rudimentary forms already exist• Limiting factors: difficulty getting people to switch from their game consoles to new ones• Motivating factors: ability to play the newest games (compatibility with systems)• Inhibiting factors: expense and lacking desire to play games “actively”
  4. 4. ROGER’S DIFFUSION OF INNOVATIONS: VIDEO GAMES• Innovation• Advantage: cutting edge technologies creating more intricate games• Compatibility: in 10 years this may not be an issue but it will start there: some games will only be made for these new game consoles• Triability: game stores will allow customers to “sample” the games as they do now• Reinvention: as the wii has shown, this sort of game could be directed as fitness activities
  5. 5. MOORE’S INNOVATION ADOPTION RATE: VIDEO GAMES• Benefit: more advanced games• Improvements in productivity: more games aimed at these systems• Difficulty using technology: issues of setting up game to recognize different players solved (current project require extensive set up time)
  6. 6. CRITCAL MASS THEORY: VIDEO GAMES• Current projects regarding this technology have not caught on yet because games are still aimed toward games with typical controllers• Within 10 years, enough innovators and early adopters will try this sort of technology to encourage early/late majority to try • Laggards still may not adapt yet
  7. 7. USES AND GRATIFICATIONS THEORY: VIDEO GAMES• Social: since most games have become interactive, most gamers will need these new game consoles to gratify the social use of video games• Media exposure: as the games become more advanced, there will be media coverage that encourages adoption
  8. 8. MEDIA SYSTEM DEPENDENCY THEORY: VIDEO GAMES• Interaction orientation: adopting new technology will allow gamers to continue to interact with other gamers with through newest games• Solitary: more advanced technology will allow individual gaming to provide more entertainment• Social play: arcades will begin to promote these sorts of games
  9. 9. SOCIAL LEARNING/COGNITIVE THEORY: VIDEO GAMES• We learn by modeling others • This applies to the adoption of this type of video game but also applies to the actions performed in the video game• Theory indicates that individual must believe that the action can be performed • This could cause increased problems with violence and video games • Making the movements/actions/reactions more realistic may induce belief in some gamers that they can and/or want to perform these actions in reality
  10. 10. THEORY OF LONG TAIL: VIDEO GAMES• This theory indicates that digital content makes it possible for more options to be popular simultaneously• Like most technologies are shifting currently, video games will shift to a more digital distribution format, making it possible for more games to become popular• Along with this trend, prices are likely to decline once the new technology has caught on and the game companies are trying to promote increased use
  11. 11. PRINCIPLE OF RELATIVE CONSTANCY: VIDEOGAMES• Constant amount of disposable income spent on mass media• New technology spending must replace some other area of spending • Game console investment may replace the number of new games purchased for awhile because the new technology will be entertainment enough with a single game for awhile • This will motivate the game companies to provide some version of games for cheaper to increase sales
  12. 12. CELL PHONE HISTORYCHANGES O U T O F D AT E• Size/ weight• Durability• VERSATILITY
  13. 13. FUTURE OF CELL PHONES• More like small computers• I believe that phones will get to a point that they are as thin as a few sheets of paper • They will fold to a small, easily carried size • Screen will expand easily to function more like a tablet • All the versatility of a phone and computer
  14. 14. UMBRELLA PERSPECTIVE: CELL PHONESS• Enabling: tablets already exist, the new part of the technology will be the decreased weight and ability to make it more compact to be carried in a pocket• Limiting factor: durability will be hard to accomplish• Motivating factors: society desires technology that can do everything in one• Inhibiting factors: price (of technology and price to keep the technology functioning)
  15. 15. ROGER’S DIFFUSION OF INNOVATIONS: CELL PHONES• Innovation: combines 2 already popular and widely used technologies• Advantage: no need for extra devices• Complexity: easily adapted because of the similarities with past technologies• Reinvention: could replace need for laptops
  16. 16. MOORE’S INNOVATION ADOPTION RATE: CELL PHONES• Benefit: carry around fewer devices• Improvements in productivity: convergence of phone and computer will make many communication activities simpler and easier• Difficulty using: mimic technologies used in tablets and cell phones making it simpler to use
  17. 17. CRITICAL MASS THEORY: CELL PHONES• Once enough of the innovators and early adopters have begun using these phones, companies will begin supplying their employees with this one device rather than phones and laptops
  18. 18. USES AND GRATIFICATIONS: CELL PHONES• Needs: decreases what people have to carry around in a world that requires an increasing amount of technologies on a daily basis• media: the same way that media promotes tablets so heavily
  19. 19. MEDIA SYSTEM DEPENDENCY THEORY: CELL PHONES• These cell phones will become crucial to daily activities • In the same way that 10 years ago: cell phones were used but over time they become used more like computers. These cell phones would actually function like computers, making them even more essential• Social understanding: connectivity to the world• Promote solitary and social activities
  20. 20. SOCIAL LEARNING/COGNITIVE THEORY: CELL PHONES• Companies will encourage learning through observation • Once employees are expected to use these technologies, they will learn from each other and instructions of the businesses• Large groups of people utilizing the technology will make people feel that they are able to use it as well
  21. 21. LONG TAIL: CELL PHONES• This theory will allow many brands to create the same sort of technology and all be reasonably successful• This will also promote even more digital content since so many will be able to access it easily
  22. 22. PRINCIPLE OF RELATIVE CONSTANCY: CELL PHONES• Initial purchase may take away from media funds• However, overall it will add more available funds since one technology now accounts for 2 technologies that were previously purchased
  23. 23. HISTORY OF MUSIC TECHNOLOGIES• Records• Tapes• Cds• Mp3s• Digital• Illegal• Legal
  24. 24. PROGRESSION OF MUSIC TECHNOLOGIES• Shift toward legal listening options• Mostly free and advertisement supported• Online/networ k focused
  25. 25. UMBRELLA PERSPECTIVE: MUSIC• Social structure: political pressures have tried to discourage illegal downloading • The attempts are finally more effective since free, easily accessible and legal options are being provided (like pandora and spotify)• Organizational infrastructure: very simple • Similar to illegal downloads except add advertisements or charge monthly fees• Hardware/software: already exists- just becoming more popular• Individual user: people want music immediately and for free/cheap
  26. 26. ROGER’S DIFFUSION OF INNOVATION: MUSIC• New: takes technology that was illegal and tweaks it to make it acceptable• Advantages: everyone gets what they want• Compatibility: already works with technology in existence
  27. 27. MOORE’S INNOVATION ADOPTION RATE: MUSIC• This technology is spreading quickly among young adults• Changes needed for rest of population to adopt: benefits over illegal downloading (lawsuits are starting to focus more heavily on individuals)• Difficulty of use: only an issue among age groups with difficulty using computers (this technology is unlikely to spread to these groups, but these groups are also unlikely to be people illegally downloading so it’s a non-issue)
  28. 28. CRITICAL MASS THEORY: MUSIC• Innovators and early adopters: actions unified and made obvious to those not using programs like spotify by integrating it with social media like facebook • Providing more examples to other groups to encourage adoption
  29. 29. USES AND GRATIFICATION: MUSIC• Social origins: by integrating with social media: users can share their music interests more easily• Media exposure: copyright lawsuits and policies are currently publicizing these legal options • Within 10 years they will be even more well known
  30. 30. MEDIA SYSTEM DEPENDENCY THEORY: MUSIC• Social understand: makes music from around the work readily available• Self-understand: music allows people to reflect • These programs give options to explore different types of music more easily• Interaction orientation: social media makes music a more interactive activity
  31. 31. SOCIAL LEARNING/COGNITIVE THEORY: MUSIC• Once again, social media integration makes these forms of music sharing very easily adopted
  32. 32. THEORY OF LONG TAIL: MUSIC• allows for physical forms of music storage to still exist• Digital content allows for music to be offered for a cheaper price• More variety is available • Since all of the music is offered for one price (whether fees or advertising) more music can be “popular”• Digital music programs currently offer suggestions for music • Over the next 10 years, these technologies will become more advanced, helping more music become known
  33. 33. PRINCIPLE OF RELATIVE CONSTANCY: MUSIC• Rather than drawing away from other incomes, digital music services actually saves the users money • it still provides money to appropriate sources, allowing more media to be produced
  34. 34. SOURCESAtkin, David J. (2009). Communication technology and social change: theory and implications. New Jersey: Lawrence Erlbaum Association.Grant, August E. and Jennifer H. Meadows. (2010). Communication Technology update and fundamtentals. Burlington: Elsevier.Nelson, Mark R. Research Seminar: Digital Content Delivery. Retrieved from lecture notes online website: http://net.educause.edu/ir/library/pdf/ECR0511.pdf.
  35. 35. IMAGES• Microsoft word clip art• http://www.stolaf.edu/services/hr/facebook_logo.png• http://cdn.coolest-gadgets.com/wp-content/uploads/gamecontroller- 300x300.jpg
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