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A LEVEL
MEDIA STUDIES
Factsheet
www.ocr.org.uk/mediastudies
Video games:
Minecraft
Overview
•	 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.
•	 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.
This fact sheet introduces Minecraft as a case study
to explore how the media industries’processes of
production, distribution and circulation affect media
forms and platforms. It also considers how Minecraft
targets, reaches and addresses customers and
examines the way in which audiences have reacted
to the game both as consumers and prosumers
themselves.
Section A: Media Industries and Audiences
(Evolving Media, Paper 2 Question 2)
Sample exam question:
‘Explain the impact of digitally convergent media
platforms on video game production, distribution
and consumption. Refer to Minecraft to support
your answer.’1
1
Question taken from OCR’s sample question paper for H409/02
http://www.ocr.org.uk/Images/316675-unit-h409-02-evolving-media-sample-
assessment-material.pdf
© OCR 2017For full details see www.ocr.org.uk/mediastudies
Key terms
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; this process is
addressed in this factsheet.
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.
Media industries
A recent report by the UKIE suggests that the global
games market is now worth in excess of US$100 billion
a year, with projections estimating revenue of US$120
billion by 2020 after a pattern of continued growth. The
UK’s share of the market is just over US$4 billion; China,
the fastest growing sector, currently enjoys US$24.4 billion
versus America’s US$23.6 billion.
In comparison to traditional media like film, radio,
print and television, video games are much younger,
exponentially growing since the 1970s. This era was
referred to as the golden age of the video games industry,
peaking between 1978 and 1983 when the combined
revenue of US arcade and home videogames was worth
some US$11.8 billion - a sum that far outstripped the
profits of the American movie and music industries
combined. However, rival consoles, poorly designed
games and a lack of quality control meant that the market
crashed heavily; by 1985 the games console industry in
the US was estimated to be worth just US$100 million.
Over three decades later, the industry is enjoying a
resurgence with new types of‘gamer’and much tighter
regulation, aided by key developments in internet speeds
and accessibility. Thus, video games are culturally and
financially significant across major territories (including
Japan, Europe and the USA) with new console and
games releases from popular franchises classed as major
economic events.
© OCR 2017For full details see www.ocr.org.uk/mediastudies
Minecraft
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: explore,
mine and build. Users only have to log in and proceed
to create a world full of textured 3D cubes. There are
predominantly two game modes: Creative or Survival,
although more recent additions include Adventure,
Spectator and also Multi-Player modes.
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 RPG variation of such a game. Minecraft’s
initial reception wasn’t commercially viable, seen more
as a niche product for players with expert knowledge of
computers and programming.
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. Consequently, 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.
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.
Formats: By 2012, Minecraft was available for Xbox
360 and Xbox Live. In 2013, Minecraft: Pi Edition, meant
for educational purposes for novice programmers and
players, was also released. In 2014, Microsoft acquired
Minecraft intellectual property for $2.5 billion. In 2015, it
reached 30 million copies sold. To date, over
121 official copies of the game have been sold
across a variety of formats and platforms.
Distribution: Versions of the game can
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 - A Telltale Games series is also
available via Steam.
Critical reception: On its release, the game won five
awards at three conferences, including an Innovation
Award, Best Debut Game, Best Downloadable Game,
Audience Award and Seumas McNally Grand Prize.
Genre - Sandbox game: A game free of structure and
constraint; players are free to roam and make choices
about how they use available content.
Sandbox games are often described as having
open world settings. Minecraft later created
a hybrid genre with the story versions and is
sometimes categorised as sandbox, survival.
© OCR 2017For full details see www.ocr.org.uk/mediastudies
Processes of production,
distribution and circulation
by organisations, groups and
individuals in a global context
Here are some key points to consider. There is a variety
of links at the end of this worksheet used to support the
construction of this resource and with references that can
support the teaching of the following:
The specialised and institutionalised nature of media
production, distribution and circulation.
Here you could consider how video games have
developed as a medium. There are several documentaries
and fan-made videos shown online which compares
the types of games and their evolvement over the years,
including the improvement of graphics and capabilities
of modern games. Ironically, it is the simplistic nature of
Minecraft and its blocky, universal nature which seems to
have maximum appeal across a range of audiences.
It is worth considering how a simple PC Java game has
become a globally successful phenomenon across all
consoles and hand-held devices; 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)
– all of which opens up new markets of profitability and
increased exposure to new and existing audiences.
Modern versions of the game, notably Minecraft: Story
Mode, follow more of the recognisable institutional
conventions of game development including tutorials on
how to play the game, something the original Minecraft
series never had.
In a global context, the purchase of Mojang by Microsoft
Studios for US$2.5 Billion is a testament to the lucrative
industry and global appeal of such a game across
different platforms.
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 to promote
the Microsoft brand across home computers, a form of
synergy. Users were often encouraged to download the
© OCR 2017For full details see www.ocr.org.uk/mediastudies
game through the cloud servers rather than a physical
copy of the game which would incur more of a cost for
the institution. The pattern of release for Minecraft shows
that physical copies are often released six months after
the downloadable version, most likely as a way to limit the
impact of piracy, hacking and file sharing.
The introduction of Minecraft Realms (2013) has tried to
give the producers more control over the distribution and
circulation of the game since some pro-am consumers
were creating their own virtual spaces and hacks across
illegitimate servers, such as https://www.wizardhax.com/
play/ as one example. It would be worth considering how
some audiences might be playing Minecraft through
these channels and are not included in the extensive
official user figures.
The significance of patterns of ownership and
control, including conglomerate ownership, vertical
integration and diversification.
You could focus on the developer, Mojang Studios,
which is now owned by Microsoft Studios, a division of
the parent company, Microsoft. Mojang Studios is their
only first-party studio in Europe. 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.
Other collaborations with games developers includesTelltale
Games who helped develop the Minecraft: Story Mode in
2015.The Playstation versions were developed by 4J Studios.
Other noteworthy soundbites include the offer of
investment from former Napster founder and Facebook
president Sean Parker in 2011, which was declined by
Mojang. When Facebook bought Oculus in March 2014,
Markus Persson was quick to vocalise that he would not
be developing a version of Minecraft with Oculus because
Facebook was not owned by a group of‘grassroots’
game developers. However, when Microsoft bought out
Mojang and the intellectual property rights of Minecraft
in November 2014 of that year, plans to work on a virtual
reality version of Minecraft were renewed; Markus Persson’s
stakes in the company were no more. This can spark
interesting debate about the ideology of game developers
and prosumers who often surrender their creative license
to conglomerate interests to maximise profits.
The significance of economic factors, including
commercial and not-for-profit public funding, to
media industries and their products.
With the continued growth of video games you could
focus on the marketing campaigns for games often
having worldwide and simultaneous releases across
each video game market. 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. You can compare this to 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.
Minecraft has also been linked to non-profit projects such
as the UNs Block by Block project, which encourages
communities around the world to redesign their
neighbourhoods using Minecraft. 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 media organisations maintain, including
through marketing, varieties of audiences nationally
and globally.
The cultural impact of Minecraft is significant and you
could discuss ways in which much of Minecraft’s success
was due to word of mouth and audiences sharing
their own mods and game footage across web forums
and video sharing sites such as YouTube. Different
versions of Minecraft were released to entice different
audiences, moving away from creation only narratives to
include story modes, spectator modes and multi-player
functionality across Minecraft Realms.
Further developments included the introduction of a
physical Lego set to encourage younger audiences as
well as merchandise opportunities and bonus content
for buying more than one version of the franchise across
platforms. Culturally, other developers and games studios
have made intertextual references to Minecraft across
games such as Runescape and The Elder Scrolls V:
Skyrim to name but a few; Lady Gaga, South Park and The
Simpsons have also parodied Minecraft. All of this benefits
the game by heightening its exposure to audiences.
In 2019 there will be a joint venture with Warner Brothers
to release Minecraft the movie, this will be anticipated as
having as much commercial success as The Lego Movie,
also a Warner Brothers Movie. No doubt, there will be
several spin-offs as a result of this.
Theregulatoryframeworkofcontemporarymediainthe
UKandtheimpactof‘new’digitaltechnologiesonmedia
regulation, including the role of individual producers.
A link has been included in this worksheet to the UK Video
Standards Council which applies the PEGI rating system
to Minecraft. It is regarded as being family friendly and
the initial Minecraft series was rated a PEGI 7 but the later
© OCR 2017For full details see www.ocr.org.uk/mediastudies
introduction of Minecraft Stories were classified higher
because narratives and dialogue were being introduced.
The ESRB rates Minecraft using different criteria. You
could consider whether a game such as Minecraft even
needs regulating and perhaps consider more the impact
of freely available, fan-made videos where language and
content is likely to be more risqué and unregulated by
such bodies. A direct comparison to similar games and
their ratings would also fuel debate, e.g. Tetris is a PEGI 3.
It is also worth considering how material is accessed
and played. Minecraft Realms are hosted on specialised
servers by Mojang. The terms and conditions are
extensive and bring into debate issues of ownership of
intellectual content and the disclaimers that now have to
be issued by media industries. Most interestingly, there
are stipulations by the company that they own everything
created using blocks within these virtual worlds and that
accreditation for worlds and structures created by fans is
not guaranteed.
In 2016 a marketplace was created for communities to
trade in maps, skins and texture packs.
How processes of production, distribution and
circulation shape media products.
Here you should refer to the common generic features of
sandbox games that can be accessed on servers in‘the cloud’.
It is a good idea to compare and contrast similar games.
The impact of digitally convergent media platforms
on media production, distribution and circulation,
including individual producers.
The nature of the game and development in Java has
meant that there are several rival and clones to the game
Minecraft. http://castleminer.com/ is just one example
of a game with remarkable similarities and there is much
scope for debate about how you go about copyrighting
ideas if everyone is using open source software. Indeed,
when Microsoft purchased Mojang there was a surge in
clone titles for rival consoles, such as Nintendo (who did
not officially receive versions of Minecraft at the time)
including Battleminer for the Nintendo 3DS https://www.
nintendo.com/games/detail/battleminer-3ds Notice
the slight variations in story narrative and the glaringly
obvious similarities. One could argue that Minecraft was
simply the right version of a block building game at
the right time; it also highlights the importance of the
emerging portable device market and capitalising on
audience desires.
© OCR 2017For full details see www.ocr.org.uk/mediastudies
Media audiences
There are many discussion points to consider when
looking at audience reception and use of Minecraft.
Multiple gameplay modes are now available across
several platforms now that the game is finally available
across all markets on all consoles and hand-held devices.
The PC version of the game was noted for its modding
scene where prosumers would alter the gameplay
mechanics, change the assets and develop new skins and
textures for other fans of the game to use.
The game is a global and commercial success and also
praised by several high profile critics and gaming institutions.
The game has amassed such a following that MineCon
conventions can be found all around the world and further
support popularising the game.There are other conventions
of the game that have proven popular, including the release
of albums featuring the music of the game, produced by
German sound designer Daniel“C418”Rosenfeld.
The biggest discussion point for Minecraft should be
‘which platform do I play?’With so many versions and
formats available there was no sign of an outright console
winner despite the game originating for the PC. However,
in July 2017 a‘cross-play’feature was developed, meaning
there was less emphasis on showing brand loyalty to
either console. Despite audiences possibly owning more
than one device, or a console and hand-held device
by the same company, there does seem to be a focus
on only developing content for the newer devices. For
example, the recent Nintendo versions are not supporting
on the Nintendo 2DS and 3DS, but are on the‘newer’
3DS and 2DS XL and 3DS XL models. This highlights an
ongoing concern about the proliferation of technology
and sustainability of audiences being able to afford new
consoles just to play a game (you could consider the
expectation of gamers to invest in VR headsets).
There is evidence to suggest that mobile and hand-held
devices are really driving the sales of Minecraft forward.
For example, the release of the Playstation Vita version of
Minecraft boosted sales of Minecraft by 79%, outselling
PS3 and PS4 releases and making it the largest launch
on a Playstation console. The appeal is being fuelled by a
new generation of gamers who prefer hand-held devices
over traditional consoles.
The continued development of fan made media across
social media platforms and dedicated fan sites and blogs
means that there is an active community of gamers
who share a common interest linked to Minecraft. This
can include groups such as The Yogcast who regularly
produce videos that collectively have billions of views.
Future conventions are expected to take place online as
the demand and attraction of the game shows no sign of
deteriorating (November 2017).
Fan made clones of the game are now ubiquitous across
market place apps and various merchandise (both official
and fan made) is available to purchase online. A series of
books and magazines have also begun to appear after a
deal with the Egmont Group.
Further applications of the game in the fields of computer
aided design (CAD) has seen a cultural impact on the
education system with MinecraftEdu (September 2012) as
well as partnerships with global charity projects such as the
UN’s Block by Block project, an ongoing social experiment
to encourage audiences to improve their communities by
designing utopian worlds using Minecraft.
© OCR 2017For full details see www.ocr.org.uk/mediastudies
How audiences are grouped and categorised by
media industries, including by age, gender and social
class, as well as by lifestyle and taste.
Minecraft 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.
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 and increase subscription revenues.
There already exists an established network of fans across
the internet who share game footage, tutorials, mods and
hacks so that gamers can get new experiences from the
game.
How media industries target audiences through the
content and appeal of media products and through
the ways in which they are marketed, distributed and
circulated.
Initially there was little work to advertise the original
version of Minecraft; it was simply word of mouth across
forums that created a buzz about the game. Now that
Minecraft is established and owned by a division of a
conglomerate, the methods used to distribute and market
the game are similar to popular mainstream releases.
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.
How audiences interpret the media, including how
they may interpret the same media in different ways.
There are now several formats and versions to play
Minecraft, however one of the most important
developments has been the introduction of‘cross-play’
which means that players no longer need the same
console to play against each other. The development
of the Minecraft‘cross-play’is just one example which
enables gamers (the audience) to experience online
play with other Minecraft players at the same time. (July
2017,‘cross-play’is available across all devices which
can support Windows 10, iOS, Android, Xbox One and
Nintendo’s Switch.)
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. The nature of the game
has also allowed audiences to learn new skills, such as
programming.
There are several prosumers on YouTube and across
blogs who have their own dedicated channels discussing
Minecraft, offering tutorials or who just want to show off
their gameplay or promote their own maps.
© OCR 2017For full details see www.ocr.org.uk/mediastudies
Whilst there is NO REQUIREMENT to directly reference theory for
this question in the exam, you could consider introducing the
following theoretical perspectives at A Level
Regulation – Sonia Livingstone and Peter Lunt
New technologies (in this case the convergent devices
with access to internet, Bluetooth, etc.) opens up
opportunities and risks that complicate regulation.
Cultural Industries – David Hesmondhalgh
Explore how cultural industry companies attempt to
minimise risk and maximise audiences. The game has
a large fan base and is owned by a division of a global
conglomerate. The purchase of Mojang for US$2.5 billion
illustrates that Microsoft are clearly attempting to harness
the popularity of this franchise to encourage sales both
of the game itself and promote Windows 10 and their
smartphone market.
Identity – David Gauntlett
Gauntlett conducted a series of studies based around
the use of Lego to create and share ideas and has also
compared this to how audiences use the internet (one
giant allotment). Making is Connecting is all about how
people build a stronger sense of self-identity through
creative practices. Minecraft adopts the same principles
and shows how audiences are not only‘making and
connecting’but are infinitely more creative through the
use of the internet. The critical response of Minecraft as a
media text highlights how the game is a way for people
to socially create and interact is testimony to this idea.
Fandom – Henry Jenkins
Video games offer social experiences (online multi-player
options) as well as communities outside of the core game
experience. Jenkins’key quote‘if it doesn’t spread, it’s dead’
can be used as a discussion point to track the birth and
popularity of the franchise. Minecraft has a strong, well
developed fan base that could be researched in more detail
in relation to Jenkins’ideas about participatory culture.
Webography of resources
consulted in the construction of
this resource
https://www.britannica.com/topic/media-convergence
http://www.denofgeek.com/games/24531/the-1983-
videogame-crash-what-went-wrong-and-could-it-
happen-again
https://www.penny-arcade.com/archive/results/
search?keywords=minecraft
https://www.wired.com/2013/11/minecraft-book/
https://minecraft.net/en-us/marketplace/
For regulation see http://videostandards.org.uk/PEGI/
index.html versus http://www.esrb.org/ratings/ratings_
guide.aspx
https://en.wikipedia.org/wiki/Minecraft
https://en.wikipedia.org/wiki/Mojang
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This resource may be freely copied and distributed, as long as
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OCR acknowledges the use of the following content: Page 1:
Minecraft player character - Pabkov/Shutterstock.com, Page 2:
Block background - Wacomka/Shutterstock.com, Page 3: Game
player - Omihay/Shutterstock.com, Blocks - Onyxprj/Shutterstock.
com, Page 4: Minecraft android platform - Dennizn, Page 6:
Game player - AlesiaKan/Shutterstock.com, Page 7 and 8: Block
landscape - Iuskiv/Shutterstock.com, Page 9: Minecraft toys -
Ekaterina Minaeva/Shutterstock.com, Page 10: Minecraft diamonds
- VoloDreamer/Shutterstock.com, Square down and Square up:
alexwhite,/Shutterstock.com
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Video Games Minecraft

  • 1. A LEVEL MEDIA STUDIES Factsheet www.ocr.org.uk/mediastudies Video games: Minecraft Overview • 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. • 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. This fact sheet introduces Minecraft as a case study to explore how the media industries’processes of production, distribution and circulation affect media forms and platforms. It also considers how Minecraft targets, reaches and addresses customers and examines the way in which audiences have reacted to the game both as consumers and prosumers themselves. Section A: Media Industries and Audiences (Evolving Media, Paper 2 Question 2) Sample exam question: ‘Explain the impact of digitally convergent media platforms on video game production, distribution and consumption. Refer to Minecraft to support your answer.’1 1 Question taken from OCR’s sample question paper for H409/02 http://www.ocr.org.uk/Images/316675-unit-h409-02-evolving-media-sample- assessment-material.pdf
  • 2. © OCR 2017For full details see www.ocr.org.uk/mediastudies Key terms 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; this process is addressed in this factsheet. 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. Media industries A recent report by the UKIE suggests that the global games market is now worth in excess of US$100 billion a year, with projections estimating revenue of US$120 billion by 2020 after a pattern of continued growth. The UK’s share of the market is just over US$4 billion; China, the fastest growing sector, currently enjoys US$24.4 billion versus America’s US$23.6 billion. In comparison to traditional media like film, radio, print and television, video games are much younger, exponentially growing since the 1970s. This era was referred to as the golden age of the video games industry, peaking between 1978 and 1983 when the combined revenue of US arcade and home videogames was worth some US$11.8 billion - a sum that far outstripped the profits of the American movie and music industries combined. However, rival consoles, poorly designed games and a lack of quality control meant that the market crashed heavily; by 1985 the games console industry in the US was estimated to be worth just US$100 million. Over three decades later, the industry is enjoying a resurgence with new types of‘gamer’and much tighter regulation, aided by key developments in internet speeds and accessibility. Thus, video games are culturally and financially significant across major territories (including Japan, Europe and the USA) with new console and games releases from popular franchises classed as major economic events.
  • 3. © OCR 2017For full details see www.ocr.org.uk/mediastudies Minecraft 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: explore, mine and build. Users only have to log in and proceed to create a world full of textured 3D cubes. There are predominantly two game modes: Creative or Survival, although more recent additions include Adventure, Spectator and also Multi-Player modes. 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 RPG variation of such a game. Minecraft’s initial reception wasn’t commercially viable, seen more as a niche product for players with expert knowledge of computers and programming. 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. Consequently, 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. 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. Formats: By 2012, Minecraft was available for Xbox 360 and Xbox Live. In 2013, Minecraft: Pi Edition, meant for educational purposes for novice programmers and players, was also released. In 2014, Microsoft acquired Minecraft intellectual property for $2.5 billion. In 2015, it reached 30 million copies sold. To date, over 121 official copies of the game have been sold across a variety of formats and platforms. Distribution: Versions of the game can 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 - A Telltale Games series is also available via Steam. Critical reception: On its release, the game won five awards at three conferences, including an Innovation Award, Best Debut Game, Best Downloadable Game, Audience Award and Seumas McNally Grand Prize. Genre - Sandbox game: A game free of structure and constraint; players are free to roam and make choices about how they use available content. Sandbox games are often described as having open world settings. Minecraft later created a hybrid genre with the story versions and is sometimes categorised as sandbox, survival.
  • 4. © OCR 2017For full details see www.ocr.org.uk/mediastudies Processes of production, distribution and circulation by organisations, groups and individuals in a global context Here are some key points to consider. There is a variety of links at the end of this worksheet used to support the construction of this resource and with references that can support the teaching of the following: The specialised and institutionalised nature of media production, distribution and circulation. Here you could consider how video games have developed as a medium. There are several documentaries and fan-made videos shown online which compares the types of games and their evolvement over the years, including the improvement of graphics and capabilities of modern games. Ironically, it is the simplistic nature of Minecraft and its blocky, universal nature which seems to have maximum appeal across a range of audiences. It is worth considering how a simple PC Java game has become a globally successful phenomenon across all consoles and hand-held devices; 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) – all of which opens up new markets of profitability and increased exposure to new and existing audiences. Modern versions of the game, notably Minecraft: Story Mode, follow more of the recognisable institutional conventions of game development including tutorials on how to play the game, something the original Minecraft series never had. In a global context, the purchase of Mojang by Microsoft Studios for US$2.5 Billion is a testament to the lucrative industry and global appeal of such a game across different platforms. 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 to promote the Microsoft brand across home computers, a form of synergy. Users were often encouraged to download the
  • 5. © OCR 2017For full details see www.ocr.org.uk/mediastudies game through the cloud servers rather than a physical copy of the game which would incur more of a cost for the institution. The pattern of release for Minecraft shows that physical copies are often released six months after the downloadable version, most likely as a way to limit the impact of piracy, hacking and file sharing. The introduction of Minecraft Realms (2013) has tried to give the producers more control over the distribution and circulation of the game since some pro-am consumers were creating their own virtual spaces and hacks across illegitimate servers, such as https://www.wizardhax.com/ play/ as one example. It would be worth considering how some audiences might be playing Minecraft through these channels and are not included in the extensive official user figures. The significance of patterns of ownership and control, including conglomerate ownership, vertical integration and diversification. You could focus on the developer, Mojang Studios, which is now owned by Microsoft Studios, a division of the parent company, Microsoft. Mojang Studios is their only first-party studio in Europe. 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. Other collaborations with games developers includesTelltale Games who helped develop the Minecraft: Story Mode in 2015.The Playstation versions were developed by 4J Studios. Other noteworthy soundbites include the offer of investment from former Napster founder and Facebook president Sean Parker in 2011, which was declined by Mojang. When Facebook bought Oculus in March 2014, Markus Persson was quick to vocalise that he would not be developing a version of Minecraft with Oculus because Facebook was not owned by a group of‘grassroots’ game developers. However, when Microsoft bought out Mojang and the intellectual property rights of Minecraft in November 2014 of that year, plans to work on a virtual reality version of Minecraft were renewed; Markus Persson’s stakes in the company were no more. This can spark interesting debate about the ideology of game developers and prosumers who often surrender their creative license to conglomerate interests to maximise profits. The significance of economic factors, including commercial and not-for-profit public funding, to media industries and their products. With the continued growth of video games you could focus on the marketing campaigns for games often having worldwide and simultaneous releases across each video game market. 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. You can compare this to 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. Minecraft has also been linked to non-profit projects such as the UNs Block by Block project, which encourages communities around the world to redesign their neighbourhoods using Minecraft. 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 media organisations maintain, including through marketing, varieties of audiences nationally and globally. The cultural impact of Minecraft is significant and you could discuss ways in which much of Minecraft’s success was due to word of mouth and audiences sharing their own mods and game footage across web forums and video sharing sites such as YouTube. Different versions of Minecraft were released to entice different audiences, moving away from creation only narratives to include story modes, spectator modes and multi-player functionality across Minecraft Realms. Further developments included the introduction of a physical Lego set to encourage younger audiences as well as merchandise opportunities and bonus content for buying more than one version of the franchise across platforms. Culturally, other developers and games studios have made intertextual references to Minecraft across games such as Runescape and The Elder Scrolls V: Skyrim to name but a few; Lady Gaga, South Park and The Simpsons have also parodied Minecraft. All of this benefits the game by heightening its exposure to audiences. In 2019 there will be a joint venture with Warner Brothers to release Minecraft the movie, this will be anticipated as having as much commercial success as The Lego Movie, also a Warner Brothers Movie. No doubt, there will be several spin-offs as a result of this. Theregulatoryframeworkofcontemporarymediainthe UKandtheimpactof‘new’digitaltechnologiesonmedia regulation, including the role of individual producers. A link has been included in this worksheet to the UK Video Standards Council which applies the PEGI rating system to Minecraft. It is regarded as being family friendly and the initial Minecraft series was rated a PEGI 7 but the later
  • 6. © OCR 2017For full details see www.ocr.org.uk/mediastudies introduction of Minecraft Stories were classified higher because narratives and dialogue were being introduced. The ESRB rates Minecraft using different criteria. You could consider whether a game such as Minecraft even needs regulating and perhaps consider more the impact of freely available, fan-made videos where language and content is likely to be more risqué and unregulated by such bodies. A direct comparison to similar games and their ratings would also fuel debate, e.g. Tetris is a PEGI 3. It is also worth considering how material is accessed and played. Minecraft Realms are hosted on specialised servers by Mojang. The terms and conditions are extensive and bring into debate issues of ownership of intellectual content and the disclaimers that now have to be issued by media industries. Most interestingly, there are stipulations by the company that they own everything created using blocks within these virtual worlds and that accreditation for worlds and structures created by fans is not guaranteed. In 2016 a marketplace was created for communities to trade in maps, skins and texture packs. How processes of production, distribution and circulation shape media products. Here you should refer to the common generic features of sandbox games that can be accessed on servers in‘the cloud’. It is a good idea to compare and contrast similar games. The impact of digitally convergent media platforms on media production, distribution and circulation, including individual producers. The nature of the game and development in Java has meant that there are several rival and clones to the game Minecraft. http://castleminer.com/ is just one example of a game with remarkable similarities and there is much scope for debate about how you go about copyrighting ideas if everyone is using open source software. Indeed, when Microsoft purchased Mojang there was a surge in clone titles for rival consoles, such as Nintendo (who did not officially receive versions of Minecraft at the time) including Battleminer for the Nintendo 3DS https://www. nintendo.com/games/detail/battleminer-3ds Notice the slight variations in story narrative and the glaringly obvious similarities. One could argue that Minecraft was simply the right version of a block building game at the right time; it also highlights the importance of the emerging portable device market and capitalising on audience desires.
  • 7. © OCR 2017For full details see www.ocr.org.uk/mediastudies Media audiences There are many discussion points to consider when looking at audience reception and use of Minecraft. Multiple gameplay modes are now available across several platforms now that the game is finally available across all markets on all consoles and hand-held devices. The PC version of the game was noted for its modding scene where prosumers would alter the gameplay mechanics, change the assets and develop new skins and textures for other fans of the game to use. The game is a global and commercial success and also praised by several high profile critics and gaming institutions. The game has amassed such a following that MineCon conventions can be found all around the world and further support popularising the game.There are other conventions of the game that have proven popular, including the release of albums featuring the music of the game, produced by German sound designer Daniel“C418”Rosenfeld. The biggest discussion point for Minecraft should be ‘which platform do I play?’With so many versions and formats available there was no sign of an outright console winner despite the game originating for the PC. However, in July 2017 a‘cross-play’feature was developed, meaning there was less emphasis on showing brand loyalty to either console. Despite audiences possibly owning more than one device, or a console and hand-held device by the same company, there does seem to be a focus on only developing content for the newer devices. For example, the recent Nintendo versions are not supporting on the Nintendo 2DS and 3DS, but are on the‘newer’ 3DS and 2DS XL and 3DS XL models. This highlights an ongoing concern about the proliferation of technology and sustainability of audiences being able to afford new consoles just to play a game (you could consider the expectation of gamers to invest in VR headsets). There is evidence to suggest that mobile and hand-held devices are really driving the sales of Minecraft forward. For example, the release of the Playstation Vita version of Minecraft boosted sales of Minecraft by 79%, outselling PS3 and PS4 releases and making it the largest launch on a Playstation console. The appeal is being fuelled by a new generation of gamers who prefer hand-held devices over traditional consoles. The continued development of fan made media across social media platforms and dedicated fan sites and blogs means that there is an active community of gamers who share a common interest linked to Minecraft. This can include groups such as The Yogcast who regularly produce videos that collectively have billions of views. Future conventions are expected to take place online as the demand and attraction of the game shows no sign of deteriorating (November 2017). Fan made clones of the game are now ubiquitous across market place apps and various merchandise (both official and fan made) is available to purchase online. A series of books and magazines have also begun to appear after a deal with the Egmont Group. Further applications of the game in the fields of computer aided design (CAD) has seen a cultural impact on the education system with MinecraftEdu (September 2012) as well as partnerships with global charity projects such as the UN’s Block by Block project, an ongoing social experiment to encourage audiences to improve their communities by designing utopian worlds using Minecraft.
  • 8. © OCR 2017For full details see www.ocr.org.uk/mediastudies How audiences are grouped and categorised by media industries, including by age, gender and social class, as well as by lifestyle and taste. Minecraft 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. 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 and increase subscription revenues. There already exists an established network of fans across the internet who share game footage, tutorials, mods and hacks so that gamers can get new experiences from the game. How media industries target audiences through the content and appeal of media products and through the ways in which they are marketed, distributed and circulated. Initially there was little work to advertise the original version of Minecraft; it was simply word of mouth across forums that created a buzz about the game. Now that Minecraft is established and owned by a division of a conglomerate, the methods used to distribute and market the game are similar to popular mainstream releases. 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. How audiences interpret the media, including how they may interpret the same media in different ways. There are now several formats and versions to play Minecraft, however one of the most important developments has been the introduction of‘cross-play’ which means that players no longer need the same console to play against each other. The development of the Minecraft‘cross-play’is just one example which enables gamers (the audience) to experience online play with other Minecraft players at the same time. (July 2017,‘cross-play’is available across all devices which can support Windows 10, iOS, Android, Xbox One and Nintendo’s Switch.) 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. The nature of the game has also allowed audiences to learn new skills, such as programming. There are several prosumers on YouTube and across blogs who have their own dedicated channels discussing Minecraft, offering tutorials or who just want to show off their gameplay or promote their own maps.
  • 9. © OCR 2017For full details see www.ocr.org.uk/mediastudies Whilst there is NO REQUIREMENT to directly reference theory for this question in the exam, you could consider introducing the following theoretical perspectives at A Level Regulation – Sonia Livingstone and Peter Lunt New technologies (in this case the convergent devices with access to internet, Bluetooth, etc.) opens up opportunities and risks that complicate regulation. Cultural Industries – David Hesmondhalgh Explore how cultural industry companies attempt to minimise risk and maximise audiences. The game has a large fan base and is owned by a division of a global conglomerate. The purchase of Mojang for US$2.5 billion illustrates that Microsoft are clearly attempting to harness the popularity of this franchise to encourage sales both of the game itself and promote Windows 10 and their smartphone market. Identity – David Gauntlett Gauntlett conducted a series of studies based around the use of Lego to create and share ideas and has also compared this to how audiences use the internet (one giant allotment). Making is Connecting is all about how people build a stronger sense of self-identity through creative practices. Minecraft adopts the same principles and shows how audiences are not only‘making and connecting’but are infinitely more creative through the use of the internet. The critical response of Minecraft as a media text highlights how the game is a way for people to socially create and interact is testimony to this idea. Fandom – Henry Jenkins Video games offer social experiences (online multi-player options) as well as communities outside of the core game experience. Jenkins’key quote‘if it doesn’t spread, it’s dead’ can be used as a discussion point to track the birth and popularity of the franchise. Minecraft has a strong, well developed fan base that could be researched in more detail in relation to Jenkins’ideas about participatory culture.
  • 10. Webography of resources consulted in the construction of this resource https://www.britannica.com/topic/media-convergence http://www.denofgeek.com/games/24531/the-1983- videogame-crash-what-went-wrong-and-could-it- happen-again https://www.penny-arcade.com/archive/results/ search?keywords=minecraft https://www.wired.com/2013/11/minecraft-book/ https://minecraft.net/en-us/marketplace/ For regulation see http://videostandards.org.uk/PEGI/ index.html versus http://www.esrb.org/ratings/ratings_ guide.aspx https://en.wikipedia.org/wiki/Minecraft https://en.wikipedia.org/wiki/Mojang We’d like to know your view on the resources we produce. By clicking on the‘Like’or‘Dislike’button you can help us to ensure that our resources work for you. When the email template pops up please add additional comments if you wish and then just click ‘Send’. Thank you. Whether you already offer OCR qualifications, are new to OCR, or are considering switching from your current provider/awarding organisation, you can request more information by completing the Expression of Interest form which can be found here: www.ocr.org.uk/expression-of-interest OCR Resources: the small print OCR’s resources are provided to support the delivery of OCR qualifications, but in no way constitute an endorsed teaching method that is required by OCR. Whilst every effort is made to ensure the accuracy of the content, OCR cannot be held responsible for any errors or omissions within these resources. We update our resources on a regular basis, so please check the OCR website to ensure you have the most up to date version. This resource may be freely copied and distributed, as long as the OCR logo and this small print remain intact and OCR is acknowledged as the originator of this work. OCR acknowledges the use of the following content: Page 1: Minecraft player character - Pabkov/Shutterstock.com, Page 2: Block background - Wacomka/Shutterstock.com, Page 3: Game player - Omihay/Shutterstock.com, Blocks - Onyxprj/Shutterstock. com, Page 4: Minecraft android platform - Dennizn, Page 6: Game player - AlesiaKan/Shutterstock.com, Page 7 and 8: Block landscape - Iuskiv/Shutterstock.com, Page 9: Minecraft toys - Ekaterina Minaeva/Shutterstock.com, Page 10: Minecraft diamonds - VoloDreamer/Shutterstock.com, Square down and Square up: alexwhite,/Shutterstock.com Please get in touch if you want to discuss the accessibility of resources we offer to support delivery of our qualifications: resources.feedback@ocr.org.uk Looking for a resource? There is now a quick and easy search tool to help find free resources for your qualification: www.ocr.org.uk/i-want-to/find-resources/ OCR is part of Cambridge Assessment, a department of the University of Cambridge. For staff training purposes and as part of our quality assurance programme your call may be recorded or monitored. © OCR 2017 Oxford Cambridge and RSA Examinations is a Company Limited by Guarantee. Registered in England. Registered office 1 Hills Road, Cambridge CB1 2EU. Registered company number 3484466. OCR is an exempt charity. General qualifications Telephone 01223 553998 Facsimile 01223 552627 Email general.qualifications@ocr.org.uk www.ocr.org.uk/alevelreform OCR Customer Contact Centre