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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’, 2009 gaming is  increasingly social
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
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 economy
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 real, physical cash http://www.koreatimes.co.kr/www/news/nation/2010/01/116_58775.html the virtual /real economy
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 virtual /real economy
 
 
modding  as interactive participation the virtual /real economy
thank you

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