Monday, October 22, 2012

COMM 303 Blog #7


Gaming to be One of the Many, Not Few
A young male with glasses, acne, physically really skinny or really chubby, wearing high-waters, suspenders and anything else that characterizes a video game nerd might not be exactly accurate. The average age for videogame player is 30 years old (Entertainment Software Association, ESA, 2012). The average number of women playing video games is also surprising for someone who over generalizes the characteristics of gamers—47% of all players are women, even in the total market women, 30%, surpass boys 17 years old and under, 18%, (ESA 2012).  Getting rid of stereotypes is important when looking at this communication technology, so take a closer look at the trends affecting this growing consumer community.
Video games can be evaluated through the three main theories in communication technology, Use and Gratification, Media System Dependency, and Social Learning Theory. While all three have different levels of evaluation, let’s look at one of each to understand better the culture of gaming and the possible future.
Gamers use video games to escape the real world into completely different worlds. Use and Gratification explains this aspect of what people do with the technology. A video game as a software transports the individual not only visually but interactively to a completely new place. Call of Duty which is a war based game, makes a soldier out of common Joe and gives him/her the weapons and abilities necessary to defeat the enemy. Back in 2009 Call of Duty: Modern Warfare 2 was the top selling video game, with total sales worldwide of $11.86 million (Grant and Meadows 2010, p. 209). The gamer escapes from peaceful suburbia to a dangerous war zone. Who doesn't love that?!
From violent escapism to family fun? Video games allow families to come together and play each other in the Media System Dependency. According to the ESA, 61% of parents believe video games provides more time together as a family. The Wii is an example of a hardware that has put the controller in the hands of the age group who usually repulses technology away, the older folks. “The 2006 release of Nintendo’s Wii game console drew a new audience by attracting large numbers of older users to the motion-based games enabled by the Wii’s motion sensitive remote,” (Grant and Meadows 2010, p. 14).
Social Learning Theory tells us how we model others. In the video game world this is such an important applicable strategy for marketers to sell their products. Gamers are interested in the current trending games, because if they are really connected they play with others all over the world, and they will want what they are playing so they can stay linked with other gamers. By attending social events too people see and try different systems or games, and if they like it enough they are more likely to purchase a console of their own or the specific game.
Looking at the three different theories it is simple to observe the audience within this communication technology. If they are analyzed further there exist possible outcomes to the future of these audiences who demand updating to the current fields of play. More specifically, the reduction of the importance of hardware, and the increase in the demand for software capable of terminating the use of those systems seems to be the way video games are headed. It’s a parallel to the way CDs and DVDs are going, more on the “cloud system” based viewing and listening.
To understand better what cloud systems can do take a look at this video that explains it.
 
Hardware companies like Nintendo, and Sony (Playstation distributor) will have to get to the level of Microsoft (Xbox distributor) who is not only a hardware based company but it is also software. Having the capability of producing software packages capable of providing discless and deviceless ways of playing video games is the next big thing. Not only because it will be less of a clutter around the TV set, but also because virtually, you can play anywhere, even on cellphones, which have become a popular device for gaming.
No stereotyping anymore! Most people in some way or other play video games, and you don’t need the glasses nor the acne to be a professional at it. Take a look at this ad I saw the other day targeting women. Notice the cool and trendy young woman who is playing on the Nintendo 3DS.


What do you think? An artist or a gamer? Do you like the new trend of going to a more simple way of playing games? How long do you think it will take for it to diffuse throughout the gaming population?
As always thanks for reading!

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