Chapter 2 Computerized Entertainment and Classification Objectives Describe
Chapter 2 Computerized Entertainment and Classification
Objectives • Describe different gaming genres. • Define video game terms related to various gaming genres. • Discuss the history of radio, movies, television, art, and theatre. • Classify different computerized entertainment media. • Categorize different games and toys into appropriate genre and themes. © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Objectives (Continued) • Describe the life cycle of media from experimental to mainstream. • Discuss the use and importance of genre classification in game marketing. • Identify the unique selling points of various games. • Explain the importance of target marketing as related to the total marketing effort. © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Audio/Visual Effects • Three main categories of computer software entertainment are – Audio/visual effects – Video games – Digital toys • Audio/visual effects are any entertainment that can be seen or heard • When referring to this category of products, most people would refer to them as simply “media” © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Audio/Visual Effects (Continued) • Everyone would agree these are all audio/visual effects or media: art, theater, radio, movies, and television • History would call each item experimental and mainstream, depending on the time frame • In ancient times, art was the mainstream media • Paintings, sculptures, architecture, songs, and frescos were produced for the enjoyment and entertainment of the people © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Audio/Visual Effects (Continued) • A big step in experimental media came with the invention of the motion picture • Today, these are called movies, whether delivered on film, video, or DVD • Radio began as experimental media created by individuals who wanted to talk to each other over distances • Early radio broadcasts included scheduled shows and programming © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Audio/Visual Effects (Continued) • Next up was experimental media that broadcast both sound and images • The television began to show up in homes in the late 1940 s • Broadcasting was limited to one or two programs per day • As television stations began to provide more programming, radio stations switched from theatrical programming to music formats © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Audio/Visual Effects (Continued) • In the present day, television is still mainstream, but several other important media have been developed • There has also been a move from audio/ visual effects entertainment to interactive entertainment media • Interactive entertainment media, such as video games, incorporates audio and visual effects © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Audio/Visual Effects (Continued) • In the early days of computers, few people were using this experimental technology • With the mainstreaming of computers, new media were invented for computer delivery • Most technological advancements have followed the experimental–mainstream–obsolete model © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Audio/Visual Effects (Continued) Goodheart-Willcox Publisher, photos Ingvar Bjork/Shutterstock. com, Dimedrol 68/Shutterstock. com, Denis. Nata/Shutterstock. com © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Video Games • From almost the beginning of computers, designers developed games that used computer software • A video game is an electronic software that has all of the elements of a game • A game – Is an activity organized by rules – Has an objective, goal, or victory condition – Is in a game environment that enables play or pretending © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Video Games (Continued) • Gameplay is what the player experiences during the game • This includes the set of challenges and obstacles the player must interact with • The second part of the definition of a video game requires the use of a graphic display generated by a computer • The display may be shown on a television, computer monitor, or handheld device © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Video Games (Continued) • The last requirement for a video game is that the movements of the player and obstacles are controlled through a user interface • A game genre is a type or major category of game • Most video games can be categorized into at least one genre, such as action, board, puzzle, music/party, or role playing © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Video Games (Continued) Goodheart-Willcox Publisher © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Digital Toy • A digital toy does not meet the criteria of a game • It does not have a structured set of rules on how to play with it correctly or it has no objective or gameplay goal • A digital pet is an example of a digital toy • For the most part, the interactions between the player and toy are simply for enjoyment © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Marketing Your Video Game • The goal of marketing is to find a group of potential buyers that share similar interests aligned with your video game • Before you begin designing a video game, you will need to know the genre and theme under which you will be marketing it • A target market is the segment of the population on which you will focus your attention and resources to attract as buyers © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Marketing Your Video Game (Continued) • Certain demographic information, such as age, income, and gender, can help determine the most likely potential buyers • Marketing tools are any devices or actions that draw attention to your product – – Television commercials E-mail blasts Product websites Marketing brochures © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Marketing Your Video Game (Continued) • Each product must have a unique selling point (USP) that is significant enough for people to tell one competing game apart from another • With your USP, you can also help target potential customers • Marketing effort is the time, energy, and expense undertaken to promote your product © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Marketing Your Video Game (Continued) • The marketing effort needed to gain interest in a large group of people with a lot of differences is huge • Target marketing and genre recognition are very important • Target your marketing effort • Think about your game and how you will promote it before, during, and after the design stage © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Marketing Your Video Game (Continued) Goodheart-Willcox Publisher © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
Review Your Knowledge • Which genre of video games do you find most appealing or enjoyable to play? Why do you like this genre more than others? • What marketing methods have you experienced that made you want to try a video game? © Goodheart-Willcox Co. , Inc. Permission granted to reproduce for educational use only.
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