Friday, 20 April 2007

Research Questions

  1. How are new media technologies affecting the lives of the consumer?
  2. What is the consumer cutting out of their lives to make way for new media technology?
  3. What are the advantages/ disadvantages of new media technology?
  4. Is new media technology a way of exploiting society or a way of fulfilling society's constant demand for improved and contemporary media technology?
  5. What is the profit loss for new media technologies/ old media technologies

Thursday, 19 April 2007

Second Life- a virtual phenomenon...

SecondLife is the latest most contemporary virtual online game to date. It outshines its competetors such as 'The Sims' and predominates similar rivals such as 'There'.
It allows the consumer better referred to as 'residents' in the game to create and run their own virtual world.
Its refined detail and provision of an advanced level of a social network service combined with conventional characteristics of a metaverse, hands down towers above any other virtual online gaming product to date.
Consumers are able to create and mould their own avatar which they can then operate to their command, and interact with other gamers.
From a cinema allowing consumers to watch film previews and videos uploaded by fellow gamers, to the consumer's own virtual house complete with furnishings down to the colour of the walls, Second Life has it all.
It has the advantage of making gaming more of a social institution rather than an 'anti-social' activity which passively discourages one on one socialisation. It also actively encourages digital democracy as consumers are able to upload digital footage to share with whoever they wish.
Alternatively, the danger of Second Life lies with the controversial debate that society is fast becoming more and more dependant on digital software. Not only are consumers dealing with the stress and expense of their own lives, but Second Life is also a game where the consumer can make money; from designing and selling add-ons to other consumers, and acting as an outlet for advertisers. This could effectively lead to online virtual games such as Second Life completely taking over people's lives, possibly causing even more stress than needed!
In addition to this, there is also the controversial issue of the rise in obesity. With an easily accessible institution to socialise with friends and with the independance of controlling their own lives to their perfection, there is the risk of more and more of the population cutting out one on one socialisation and indulging in the stationary world of gaming, consequently increasing the level of obesity in society.
Second Life also allows 'residents' to "create weapons and do battle in special areas of Second Life", a factor identified by PC Magazine's review of the gaming product. Consequently, this further indicates the passive encouragement of violent behaviour in consumers. By conditioning the consumer with images of physical violence it can be argued that players will be encouraged to condone physical violence rather than provide an outlet for it.
Second Life is paid for monthly for less than £10 a month. With the millions of people predicted to join Second Life, the creators the gaming product will most likely begin to create updated versions of the game and explore new ways of making revenue from the game. This leads us to ask the question: is this exploitation of a vulnerable society, or compensation for society's apparant need for contemporary digital technology in their lives?

I personally predict that Second Life will be a huge success globally, however i also view this as a negative thing. As digital technology becomes increasingly defined more and more of society who remain information poor concerning digital technology will feel pressured to jump on the bandwagon. Before long, i predict masses of society will be information rich and therefore continually demand higher quality from digital technology. In my opinion, this will effectively lead to society becoming more and more socially withdrawn and 100 per cent consumption based rather than being a unit of production.

Wednesday, 18 April 2007

Feedback on research #1

Well done Justine - a solid start. You now need to add entries on Second Life and the debates / questions from today. You can print off the slides from the system if that helps you.

Write a list of questions that you are going to address in your study to help focus the rest of your research.

Nintendo Wii

  • Is the fifth home video games console launched by Nintendo
  • It is the upgrade of the Nintendo GameCube
  • It rivals Microsoft's Xbox 360 and Sony's PlayStation 3 as part of the seventh generation of gaming systems
  • Nintendo claims that the Nintendo Wii targets a broader demographic than that of Microsoft's Xbox 360 and Sony's PlayStation 3
  • The Nintendo Wii includes a wireless controller, the Wii remote which can be used as a handheld pointing device and is able to detect motion and rotation in three dimensions
  • It also includes WiiConnect24 which allows the Nintendo Wii to receive messages and updates over the Internet whilst in standby mode
  • Nintendo revealed the Nintendo Wii in 2005 at the E3
  • In the 2006 E3, Nintendo Wii won the first of several awards
  • By December 8th 2006 it had completed its launch in four key markets
  • The Nintendo Wii originally cost around £133

Xbox 360

  • produced by Microsoft
  • Xbox Live service alows players access to online gaming and to download arcade games and content such as game trailers, TV shows, music videos or rented films
  • It is the upgrade from the Xbox
  • Rivals are PlayStation 3 and Nintendo Wii as part of the seventh generation of gaming systems
  • Officially revealed on MTV on May 12th 2005
  • It is the first ever games console to provide near-simultaneous launch across the three major regions and to provide wireless controller support at its launch
  • Upon release the Xbox 360 sold out immediately and by the end of 2006 had shipped 10.4 million units worldwide
  • The original price of the Xbox 360 was around £385

Tuesday, 17 April 2007

PS3- Sony PlayStation 3

  • Sony Computer Entertainment's third video game console
  • It is the upgrade from the PlayStation 2
  • The PlayStation 3 competes against Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles
  • Released on November 11th 2006 in Japan, November 17th 2006 in USA and on March 23rd 2007 in Europe
  • It is available in two initial configurations: the 20 GB Basic model and the 60 GB Premium model.
  • However, due to lack of consumer demand, the 20 GB Basic model was discontinued in the USA. This indicates that consumers are more interested in the model with the larger memory space, supporting the idea that society is becoming increasingly demanding in relation to their digital interests and requirements.
  • The PlayStation 3 controller features finer analog sensitivity, more trigger-like R2 and L2 buttons, a PS ("home") button, and a USB mini-B port for charging the internal battery and for wired play.
  • The PlayStation 3 Memory Card Adaptor allows the consumer to transfer data from PlayStation and PlayStation 2 memory cards to the PlayStation 3's hard disk.
  • In PC World's magazine list of “The Top 21 Tech Screwups of 2006,” the PlayStation 3 ranked eighth where it was criticised for being "late, expensive and incompatible". This indicates consumerism has reached a new level of demand and expectation of only the highest quality from new media in contemporary society.
  • The PlayStation 3 originally cost £425 on its release.

The Gaming Industry- Related Articles

I have chosen to report on the topic of the gaming industry of which there are numerous articles on such as:

the following report featured on the Guradian Online which focuses on comparing the three new major games consoles: the PS3, X-Box 360 and Nintendo Wii. article

the following article featured on the Guardian Online giving a brief review of the Sony Playstation 3. article

the following article featured on the Guardian Online detailing problems in relation to the Playstation 3 prior to its release during its production, and the effect these had on its launch. article