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All the world’s a game:  virtual worlds, interactivity, convergence Dr Ted Mitew Associate Lecturer tedmitew.com  @tedmitew
remediation
Virtual  vs  Real Convergence Interactivity
GAMING what’s the point? apart from fighting zombies
the numbers… GAMING what’s the point?
68%  of American households play computer games Source: ESA ‘Essential Facts’, 2009 www.gadget.co.za
a generation born into gaming
Average gamer age is  35 Source: ESA ‘Essential Facts’, 2009
In 2009 26% of gamers were over the age of 50 Source: ESA ‘Essential Facts’, 2009
and 25% under 18 Source: ESA ‘Essential Facts’, 2009
40%  of US gamers are female Source: ESA ‘Essential Facts’, 2009   www.laptopskinsplus.com
Average age of most frequent game purchaser is  39 Source: ESA ‘Essential Facts’, 2009
62%  of gamers play games with other gamers  in person that is an increase from  56%  in 2007 Source: ESA ‘Essential Facts...
Top 5 selling video games of 2008 Wii Play Wii Mario Kart Wii Fit Wii Super Smash Bros Xbox GTA IV Source: ESA ‘Essential ...
70% of users are online gamers Source: NPD Study, October 2007 76% of users are online gamers 70% of users are online gamers
convergent gaming hubs  connectivity  becomes more important than technology
ubiquity of screens mobility
23%  of regular gamers  pay to play  online compared to 8% in 2004 Source: ESA ‘Essential Facts’, 2009
http://www.mmogchart.com/charts/
http://www.mmogchart.com/charts/
World of Warcraft
the virtual /real economy World of Warcraft  has  11.5 million  subscribers paying 14.95  US$/month
This makes $2.070 billion a year , excluding income from merchandising Avatar grossed $2.039 billion   the virtual /real e...
pay-per-play  business model monthly subscription patch releases consumer feedback &  involvement the virtual /real economy
convergence of digital and physical time=money artificial scarcity black markets copyright the virtual /real economy
January 2010 South Korea’s Supreme Court rules  virtual currencies are sound money  and should be freely convertible for r...
the virtual /real economy goldfarming
the virtual /real economy virtual currencies
the virtual /real economy advertising
the virtual /real economy advertising
convergence  between Gaming  - Hollywood - Military bleed-in  between cinematic effects, simulation, and reality  the virt...
 
 
modding  as interactive participation the virtual /real economy
thank you
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All the world's a game

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

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Transcript of "All the world's a game"

  1. 1. All the world’s a game: virtual worlds, interactivity, convergence Dr Ted Mitew Associate Lecturer tedmitew.com @tedmitew
  2. 2. remediation
  3. 3. Virtual vs Real Convergence Interactivity
  4. 4. GAMING what’s the point? apart from fighting zombies
  5. 5. the numbers… GAMING what’s the point?
  6. 6. 68% of American households play computer games Source: ESA ‘Essential Facts’, 2009 www.gadget.co.za
  7. 7. a generation born into gaming
  8. 8. Average gamer age is 35 Source: ESA ‘Essential Facts’, 2009
  9. 9. In 2009 26% of gamers were over the age of 50 Source: ESA ‘Essential Facts’, 2009
  10. 10. and 25% under 18 Source: ESA ‘Essential Facts’, 2009
  11. 11. 40% of US gamers are female Source: ESA ‘Essential Facts’, 2009   www.laptopskinsplus.com
  12. 12. Average age of most frequent game purchaser is 39 Source: ESA ‘Essential Facts’, 2009
  13. 13. 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
  14. 14. Top 5 selling video games of 2008 Wii Play Wii Mario Kart Wii Fit Wii Super Smash Bros Xbox GTA IV Source: ESA ‘Essential Facts’, 2009 convergence to the hub
  15. 15. 70% of users are online gamers Source: NPD Study, October 2007 76% of users are online gamers 70% of users are online gamers
  16. 16. convergent gaming hubs connectivity becomes more important than technology
  17. 17. ubiquity of screens mobility
  18. 18. 23% of regular gamers pay to play online compared to 8% in 2004 Source: ESA ‘Essential Facts’, 2009
  19. 19. http://www.mmogchart.com/charts/
  20. 20. http://www.mmogchart.com/charts/
  21. 21. World of Warcraft
  22. 22. the virtual /real economy World of Warcraft has 11.5 million subscribers paying 14.95 US$/month
  23. 23. This makes $2.070 billion a year , excluding income from merchandising Avatar grossed $2.039 billion the virtual /real economy
  24. 24. pay-per-play business model monthly subscription patch releases consumer feedback & involvement the virtual /real economy
  25. 25. convergence of digital and physical time=money artificial scarcity black markets copyright the virtual /real economy
  26. 26. 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
  27. 27. the virtual /real economy goldfarming
  28. 28. the virtual /real economy virtual currencies
  29. 29. the virtual /real economy advertising
  30. 30. the virtual /real economy advertising
  31. 31. convergence between Gaming - Hollywood - Military bleed-in between cinematic effects, simulation, and reality the virtual /real economy
  32. 34. modding as interactive participation the virtual /real economy
  33. 35. thank you
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