Applied GCE Unit 1 Life in the Information Age
Learning Outcomes Lesson 8 By the end of the lesson, you should: discuss the trends in the gaming that technology is enabling recognise the advantages and disadvantages of gaming Name and explain some of the changes brought about by Illegal Downloading
Entertainment and Leisure Impact has been enormous and is still ongoing Virtually every area touched by digital technology Still further scope for change Lesson 8 Learning outcomes:  Understand the impact on entertainment ; see changes    technology is making; advantages and disadvantages
Games Originally consisted of ‘bat and ball’ or ‘shoot ‘em up’ games More sophisticated in a very short time Some games allow players to indulge in violence –  does this encourage violent behaviour in real life?   Wii has cause a shift in video games usage? Online gaming has created social communities Companies have dedicated Online marketing presence in virtual worlds (2 nd  life) Lesson 8 Learning outcomes: Understand the impact on entertainment;  see changes    technology is making ; advantages and disadvantages
 
 
 
 
 
 
WHAT GAMES ARE THE WOMEN PLAYING ON THE Wii?
 
 
 
 
Games New Scientist (23 October 2004, Page 26) $3.8 billion of games sold in 1995 $6 billion in 1998 $7 billion by 2003 Estimated that 25% of these games were violent  Lesson 8 Learning outcomes: Understand the impact on entertainment;  see changes    technology is making ; advantages and disadvantages
WHAT HAVE WE LEARNT  (home work)   Who are Wii games aimed at? Who are DSi games aimed at? Who are Xbox games aimed at? How could you find out? Who is the Wii console aimed at What is the PS3 being marketed as?  What is the key selling point of Xbox. List all the features on an Xbox, PS3, Wii, DSi Why has the PSP and PSP GO bombed  For each of your ideas find a source that proves your point.  Lesson 8 Learning outcomes: Understand the impact on entertainment; see changes    technology is making;  advantages and disadvantages
Music Increasingly being downloaded instead of bought on CD  (legal and illegal) Listening to music on the move has never been easier or sounded better.  (remove social interaction)  However, live concerts on the increase  (WHY) Is it possible that new technology is increasing the appetite for live music of all kinds? Lesson 8 Learning outcomes: Understand the impact on entertainment;  see changes    technology is making ; advantages and disadvantages
SHIFT IN  ARTIST REVENUE NEW LINES OF  DISTRIBUTION SHIFT IN MUSIC INVESTNEBT LOSS OF INTRINSIC VALUE OF THE SONG NEW STREAMING  SOLUTIONS  LEGAL DOWNLOADING  A SONG ON A PEER TO PEER  NETWORK
Next weeks deadlines Bullet points for Entertainment Monday 6pm 10 questions you could ask your friend to find out about their Entertainment Habits Monday 6pm  Communication essay Thursday Call centre correction Friday
Essay help  How has the growth of ICT in Entertainment altered our lives.  HUGE AREA.   Choose three areas. (games, music, social media)  Research facts and figures. For each one think of how this has effected individuals, society and specific groups. Please ensure you have a video link from Youtube / iplayer to illustrate your point.

Entertainment Pp

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    Applied GCE Unit1 Life in the Information Age
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    Learning Outcomes Lesson8 By the end of the lesson, you should: discuss the trends in the gaming that technology is enabling recognise the advantages and disadvantages of gaming Name and explain some of the changes brought about by Illegal Downloading
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    Entertainment and LeisureImpact has been enormous and is still ongoing Virtually every area touched by digital technology Still further scope for change Lesson 8 Learning outcomes: Understand the impact on entertainment ; see changes technology is making; advantages and disadvantages
  • 4.
    Games Originally consistedof ‘bat and ball’ or ‘shoot ‘em up’ games More sophisticated in a very short time Some games allow players to indulge in violence – does this encourage violent behaviour in real life? Wii has cause a shift in video games usage? Online gaming has created social communities Companies have dedicated Online marketing presence in virtual worlds (2 nd life) Lesson 8 Learning outcomes: Understand the impact on entertainment; see changes technology is making ; advantages and disadvantages
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    WHAT GAMES ARETHE WOMEN PLAYING ON THE Wii?
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    Games New Scientist(23 October 2004, Page 26) $3.8 billion of games sold in 1995 $6 billion in 1998 $7 billion by 2003 Estimated that 25% of these games were violent Lesson 8 Learning outcomes: Understand the impact on entertainment; see changes technology is making ; advantages and disadvantages
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    WHAT HAVE WELEARNT (home work) Who are Wii games aimed at? Who are DSi games aimed at? Who are Xbox games aimed at? How could you find out? Who is the Wii console aimed at What is the PS3 being marketed as? What is the key selling point of Xbox. List all the features on an Xbox, PS3, Wii, DSi Why has the PSP and PSP GO bombed For each of your ideas find a source that proves your point. Lesson 8 Learning outcomes: Understand the impact on entertainment; see changes technology is making; advantages and disadvantages
  • 18.
    Music Increasingly beingdownloaded instead of bought on CD (legal and illegal) Listening to music on the move has never been easier or sounded better. (remove social interaction) However, live concerts on the increase (WHY) Is it possible that new technology is increasing the appetite for live music of all kinds? Lesson 8 Learning outcomes: Understand the impact on entertainment; see changes technology is making ; advantages and disadvantages
  • 19.
    SHIFT IN ARTIST REVENUE NEW LINES OF DISTRIBUTION SHIFT IN MUSIC INVESTNEBT LOSS OF INTRINSIC VALUE OF THE SONG NEW STREAMING SOLUTIONS LEGAL DOWNLOADING A SONG ON A PEER TO PEER NETWORK
  • 20.
    Next weeks deadlinesBullet points for Entertainment Monday 6pm 10 questions you could ask your friend to find out about their Entertainment Habits Monday 6pm Communication essay Thursday Call centre correction Friday
  • 21.
    Essay help How has the growth of ICT in Entertainment altered our lives. HUGE AREA. Choose three areas. (games, music, social media) Research facts and figures. For each one think of how this has effected individuals, society and specific groups. Please ensure you have a video link from Youtube / iplayer to illustrate your point.