http://www.trefis.com/stock/atvi/articles/184969/activision-blizzard-preview-beating-the-industrys-slump-handily/2013-05-06
Activision Blizzard (NASDAQ:ATVI) is expected to report earnings for the first quarter of 2013 Wednesday, May 8. [1] Successful franchises like Call of Duty and Skylanders helped the company beat the industry wide sales decline in the fourth quarter of 2012. Activision reported a 25% year-on-year increase in revenues for the three months ending December. In contrast, video game sales for the entire industry plunged 22% during the holiday period. [2] Results were buoyed by Call of Duty: Black Ops II, which was the highest selling game worldwide in 2012. [3]
The Black Ops II phenomena has shown no signs of slowing down. The game remained on the charts for the first three months of 2013, both in the U.S. and worldwide. We expect the company to deliver another solid quarter, staying ahead of the industry slow down.
Showing posts with label audiences. Show all posts
Showing posts with label audiences. Show all posts
Monday, 6 May 2013
Saturday, 6 April 2013
Revision: Changes in audience profiles
Changes in audience profiles:
Whereas once the primary audience for games was seen as male, aged 11-15, the gaming markets are expanding, due to a number of factors.
Whereas once the primary audience for games was seen as male, aged 11-15, the gaming markets are expanding, due to a number of factors.
- More sophisticated graphics and more complex game play have attracted more mature audiences.
- Early gamers continue as gamers - those who were in the original audiences in the 1980s are older but continue to play.
- Industry growth has enabled increasing diversity of games, leading to broadening of audiences.
- Industry growth has meant that games are now cheaper to buy (although more expensive to produce) which again broadens the audience.
- Gaming is becoming culturally acceptable across many social groups.
- Online gaming has considerably expanded game appeal - for example, increasing female audiences, who are participating in traditionally 'male' games as well as more 'female' games such as simulations.
Comments on and criticisms of computer games:
- Game play can be competitive, co-operative or individualistic.
- Many games are violent. Others are to do with excelling in sport, completing dangerous missions to retrieve or collect things, or taking on the persona of a warrior or hero and employing strategy to win. Games use technology to represent reality or to embody fantasy. Critics argue they harden players to the task of murder by simulating the killing of hundreds or thousands of opponents in a single game. Grand Theft Auto 3 is criticised, for example, because players can choose to steal a car, pick up a prostitute, have (implied) sex with the prostitute, then kill her and steal her money.
- Tomb Raider was marketed through the visual construction of Lara Croft.
- Many critics have commented on the lack of 'female' games.
- Critics also observe how few original games are produced, since so many games are spin-offs from films.
Sunday, 11 November 2012
Game localization
Game localisation or game globalisation refers to the preparation
of video games for other locales.
This adaptation to the standards of other countries covers far more than simply translation of language. There are different areas, such as linguistic, cultural, hardware and software, legal differences, graphics identity and music. Globalization refers to general Eastern/Western variations, while localization refers to several regional sub-divisions within the globalization.
This adaptation to the standards of other countries covers far more than simply translation of language. There are different areas, such as linguistic, cultural, hardware and software, legal differences, graphics identity and music. Globalization refers to general Eastern/Western variations, while localization refers to several regional sub-divisions within the globalization.
Target audience for video games getting younger
SAN FRANCISCO, Ca. (CNET) -- Video games have always been designed with kids in mind, but these days the target age group is getting younger and younger.
At this year's Electronic Entertainment Expo -- or E3, held annually in Los Angeles -- game and console manufacturers made no secret of designing games for young kids.
Experts say it's a trend that's been developing for years, but now the hardware technology has evolved for even easier game-play.
Jane Douglas, GameSpot section editor says, "It's extremely accessible because they've taken away the controller. Because you haven't got anything in your hands, there are no buttons to learn. The idea is there is no barrier to entry and that very young kids can be playing."
At this year's Electronic Entertainment Expo -- or E3, held annually in Los Angeles -- game and console manufacturers made no secret of designing games for young kids.
Experts say it's a trend that's been developing for years, but now the hardware technology has evolved for even easier game-play.
Jane Douglas, GameSpot section editor says, "It's extremely accessible because they've taken away the controller. Because you haven't got anything in your hands, there are no buttons to learn. The idea is there is no barrier to entry and that very young kids can be playing."
Friday, 5 October 2012
AS Exam Advice: Audiences and Institutions
AS exam advice: Audiences and Institutions
Whichever media area you are covering for
this question, it is important that you show understanding of the key concepts
and refer to specific examples in your answer. In this post, we will consider
some of the ways in which you can help yourself do well with five 'top
tips'.
1. Read the question carefully
You have no choice of questions, so you have to have a go at what is there on the paper; sometimes students panic and think that they don't understand the question- maybe because of one particular word- but so long as you have prepared on all the concepts there will be something in the question that you recognise. Words like 'technology', 'convergence', 'distribution', 'marketing', 'digital' come up and you should see them as your 'hook' into the question. Even if the overall wording seems to be baffling, look for the terms that are there in the question and see them as the springboard for your answer.
2. Don't spend ages on an introduction
You only have 45 minutes to answer the question, so there isn't time to waffle! A quick sentence which sets out what you are going to do and which media area or industry you are going to use will suffice. You can prepare a lot of this in your head in advance, so something like: In this essay, I shall write about (concept) in relation to the (film, music, radio, etc) industry, drawing on (examples) as my case studies.
3. Know your examples
Whichever industry you are writing about, you will need examples to support your points. I would always advocate having some contrasting examples so that you can look at all angles; for example, you might have a mainstream high budget film from the USA to contrast with a low budget independent Uk film, or a major record label to contrast with a little UK indie label. That way, you can talk about the different ways in which the industry might operate in different circumstances. You need not know absolutely eveything about just two examples, however. It could be that you know about the funding of a particular low budget film, but don't know about its marketing; in which case find another example of something similar where you can find out about its marketing. The important thing is to get a good grasp of the ways in which the concepts apply rather than every tiny detail of a specific case study example. What you do need is to make sure you understand the general principles well and can back up your points accurately.
4. Try to be systematic
Don't jump about between points; spend a bit of time at the start of the exam planning the structure of your answer and working out the main points and examples for each paragraph. this will ensure that the rest of your time is spent fruitfully as well. Know what key point you will make in each paragraph, what examples you will refer to and how you want to make a case from it all. Use similarity and difference as starting points for organising an argument; there will be differences between mainstream and indie which you might use as your way through, for example.
5. Make it all legible
Remember, examiners may be old and may have poor eyesight. Well at least that applies to me! Most students do not have great handwriting, so make it easier for the examiner to find the strengths in what you have written. Keep your paragraphs relatively short- half a page at most. Leave a clear line between each paragraph. There is nothing in the rules to say that you can't use a highlighter pen to emphasise your key examples or terms. Don't overdo this, but it does sometimes help to draw the reader's attention to points which ought to pick you up marks.
Prepare well and you should do well. Answers to Q.2 often look shorter than those for Q.1, but if you know your stuff and have revised properly, they shouldn't be. Good luck!
1. Read the question carefully
You have no choice of questions, so you have to have a go at what is there on the paper; sometimes students panic and think that they don't understand the question- maybe because of one particular word- but so long as you have prepared on all the concepts there will be something in the question that you recognise. Words like 'technology', 'convergence', 'distribution', 'marketing', 'digital' come up and you should see them as your 'hook' into the question. Even if the overall wording seems to be baffling, look for the terms that are there in the question and see them as the springboard for your answer.
2. Don't spend ages on an introduction
You only have 45 minutes to answer the question, so there isn't time to waffle! A quick sentence which sets out what you are going to do and which media area or industry you are going to use will suffice. You can prepare a lot of this in your head in advance, so something like: In this essay, I shall write about (concept) in relation to the (film, music, radio, etc) industry, drawing on (examples) as my case studies.
3. Know your examples
Whichever industry you are writing about, you will need examples to support your points. I would always advocate having some contrasting examples so that you can look at all angles; for example, you might have a mainstream high budget film from the USA to contrast with a low budget independent Uk film, or a major record label to contrast with a little UK indie label. That way, you can talk about the different ways in which the industry might operate in different circumstances. You need not know absolutely eveything about just two examples, however. It could be that you know about the funding of a particular low budget film, but don't know about its marketing; in which case find another example of something similar where you can find out about its marketing. The important thing is to get a good grasp of the ways in which the concepts apply rather than every tiny detail of a specific case study example. What you do need is to make sure you understand the general principles well and can back up your points accurately.
4. Try to be systematic
Don't jump about between points; spend a bit of time at the start of the exam planning the structure of your answer and working out the main points and examples for each paragraph. this will ensure that the rest of your time is spent fruitfully as well. Know what key point you will make in each paragraph, what examples you will refer to and how you want to make a case from it all. Use similarity and difference as starting points for organising an argument; there will be differences between mainstream and indie which you might use as your way through, for example.
5. Make it all legible
Remember, examiners may be old and may have poor eyesight. Well at least that applies to me! Most students do not have great handwriting, so make it easier for the examiner to find the strengths in what you have written. Keep your paragraphs relatively short- half a page at most. Leave a clear line between each paragraph. There is nothing in the rules to say that you can't use a highlighter pen to emphasise your key examples or terms. Don't overdo this, but it does sometimes help to draw the reader's attention to points which ought to pick you up marks.
Prepare well and you should do well. Answers to Q.2 often look shorter than those for Q.1, but if you know your stuff and have revised properly, they shouldn't be. Good luck!
Wednesday, 26 September 2012
Hands-on with ZombiU: is Ubisoft’s zombie thriller a hardcore highlight for Wii U’s launch?
Hands-on with ZombiU: is Ubisoft’s zombie thriller a hardcore highlight for Wii U’s launch?
It’s easy to single out ZombiU in the Wii U launch lineup and shout, ‘There, look! The hardcore game! The one for adults! The one with violence that doesn’t involve squashing koopas and smiling back at clouds!’ Ubisoft has had such a lead-out game before, of course: Wii launch title Red Steel. And the comparisons run deeper than those reactionary exclamations.
(More after the cut)
It’s easy to single out ZombiU in the Wii U launch lineup and shout, ‘There, look! The hardcore game! The one for adults! The one with violence that doesn’t involve squashing koopas and smiling back at clouds!’ Ubisoft has had such a lead-out game before, of course: Wii launch title Red Steel. And the comparisons run deeper than those reactionary exclamations.
(More after the cut)
Sunday, 16 September 2012
Lesson 4 - The Games Industry: The Institutions
Labels:
audiences,
gaming,
institutions,
lesson powerpoints,
microsoft,
Nintendo,
ps3,
sony,
wii,
Xbox
Saturday, 15 September 2012
Wednesday, 12 September 2012
Past Videogames exam questions
Audiences and Institutions past exam questions (Videogames)
January
2009: Discuss the ways in which media products are produced and distributed to audiences, within a
media area, which you have studied.
June
2009: How important is technological
convergence for institutions and audiences within a media area which you have
studied?
January
2010: “Media production is dominated by
global institutions, which sell their products and services to national audiences.” To what extent do you
agree with this statement?
June
2010: What significance does the continuing development of digital media technology have for media
institutions and audiences?
January
2011: Discuss the issues raised by media
ownership in the production and exchange of media texts in your chosen
media area.
May
2011: “Successful media products depend as much upon marketing and distribution to a specific
audience as they do upon good production
practices.” To what extent would you agree with this statement, within
the media area you have studied?
Tuesday, 11 September 2012
Fifa 13 demo out now
That's it, i'm going home to play the Fifa 13 demo.
EA are a symbol of churning out lazy releases year after year, whereas the likes of Rockstar Games will only release a game when they are ready - which is why we have still no word of GTA5.
http://www.yourlocalguardian.co.uk/leisure/9922618.Fifa_13_demo_out_for_PS3__Xbox_360_and_PC___play_EA_Sports__latest_football_game_now/
Demos are very important for companies. Now publishers can release a demo on Xbox Live or PSN and get a very good idea on the 'buzz' of their product based on number of downloads.
Back in my day, demos used to appear on computer game magazines - you can imagine how much cheaper this process is.
Some believe EA have a poor reputation in the business regarding value for money - they know people will buy their yearly updates, especially those who wish to play online - numbers online will plummet as they jump ship to playing the newest version. They also have the EA Season Ticket - this is another example of digital distributionm - that gives you early access to the product through a download as well as discounted downloadable content (also known as DLC)
EA are a symbol of churning out lazy releases year after year, whereas the likes of Rockstar Games will only release a game when they are ready - which is why we have still no word of GTA5.
http://www.yourlocalguardian.co.uk/leisure/9922618.Fifa_13_demo_out_for_PS3__Xbox_360_and_PC___play_EA_Sports__latest_football_game_now/
Demos are very important for companies. Now publishers can release a demo on Xbox Live or PSN and get a very good idea on the 'buzz' of their product based on number of downloads.
Back in my day, demos used to appear on computer game magazines - you can imagine how much cheaper this process is.
Some believe EA have a poor reputation in the business regarding value for money - they know people will buy their yearly updates, especially those who wish to play online - numbers online will plummet as they jump ship to playing the newest version. They also have the EA Season Ticket - this is another example of digital distributionm - that gives you early access to the product through a download as well as discounted downloadable content (also known as DLC)
Charlie Brooker's Gameswipe - Worth a look!
TV Critic Charlie Brooker tooks aims at the videogame industry, be wary of strong language within the series - about 6 episodes? - but a really useful overview as to how public perception of gaming has changed over time and an overview of many of the genres of games currently popular at the moment
The series also has interviews with some celebrities who are famous gamers - such as TV's Dara O'Brain
The series also has interviews with some celebrities who are famous gamers - such as TV's Dara O'Brain
The history of Rockstar Games
We need to know in our heads who Rockstar Games are, how they started, what do they stand for - you may need to watch this series a couple of times as we go through the course, so that you have some Rockstar facts and figures on the tip of your tongue in the exam.
Rockstar is the perfect name for the attitude and image they wanted to create.
Rockstar is the perfect name for the attitude and image they wanted to create.
Lesson 3 - Convergence
Convergence is a key term for Media Studies today - rarely does an institution produce their media purely in one platform - such as a newspaper providing paper version, online version, a mobile version, an iPad version etc. Think about the impact convergence has on the videogames industry. PowerPoint from the lesson below.
Convergence from mrhoward12
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