Exam 9: Video Games
Spacewar,the first interactive computer game,was designed by
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In what ways has hypercommercialism come to gaming?
Hypercommercialism in gaming refers to the increasing integration of commercial elements, such as advertising, product placements, and microtransactions, into video games. This trend has been growing over the years, and it has manifested in several ways:
1. In-game Advertising: Games have started to include real-world advertisements within their virtual environments. This can range from subtle product placements, such as branded items or billboards within the game world, to more overt forms, such as full-screen ads that play before or during gameplay.
2. Microtransactions: Many games, particularly free-to-play titles, have adopted a business model that relies on small, in-game purchases. These can include cosmetic items, such as skins or character outfits, as well as gameplay-enhancing items or features that can give paying players an advantage over non-paying ones.
3. Loot Boxes: A controversial form of microtransactions is the loot box system, where players can purchase or earn boxes containing random items. The chance-based nature of these rewards has drawn comparisons to gambling, as players may spend significant amounts of money trying to obtain specific items.
4. Season Passes and DLC: Game developers often release additional content for games post-launch, which can be accessed through one-time purchases or season passes that provide access to a set of upcoming content releases. This model encourages players to spend more on a game beyond its initial purchase price.
5. Brand Collaborations: Games frequently collaborate with brands to create special content, such as limited-time events or exclusive items. These collaborations are often used to cross-promote the game and the brand, benefiting both parties.
6. Influencer Marketing: Gaming companies increasingly rely on influencers and streamers to market their games. By sponsoring content creators to play their games, they tap into the creators' audiences to promote their products.
7. Pay-to-Win Models: Some games are designed in such a way that players can advance more quickly or gain significant advantages by spending real money. This model, known as "pay-to-win," is often criticized for creating an uneven playing field where financial investment can trump skill or time investment.
8. Subscription Services: Gaming platforms and publishers have introduced subscription services that offer access to a library of games for a monthly fee. While this can provide value to consumers, it also ties players into ongoing payments and can change the way games are developed and monetized.
9. Exclusive Content and Early Access: To entice players to purchase from specific retailers or platforms, companies may offer exclusive content or early access to games. This can include special editions with additional in-game items or the ability to play a game before its official release date.
Hypercommercialism in gaming has sparked debate about the balance between monetization and player experience. While it has allowed for the creation of expansive and free-to-play games, it has also raised concerns about predatory practices, the impact on game design, and the overall enjoyment of games. As the industry continues to evolve, the conversation around these practices and their regulation is likely to continue.
In 1977,Mattell brought true electronic games to handheld devices with
Harry Williams' game innovations were electronic scoring and
Discuss the positive and negative effects of video games.How can the more positive aspects of gaming be magnified and the more negative ones minimized?
Introduced in 1986,__________ was the first game to offer open structure play;that is,play
That let players go where they wished and offered multiple routes to winning.
Outsourcing to an online network of people for cooperative problem-solving is
Much,if not most,of today's mobile gaming takes the form of ______ games.
Draw a distinction between advergaming and advocacy games.How are they similar?
Classic games most often played in spurts that have become a staple on small screen devices such as smartphones are ______________ games.
What are the strengths and weaknesses of the ESRB ratings system? Do you think industry self-regulation is sufficient to protect young people from inappropriate content? Speculate on the relative effectiveness of the game and movie ratings.
Unlike the movie industry,cross-promotion has yet to reach the game business.
The first home video game system,Odyssey,was marketed by Magnavox in what year?
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