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Expanding MIHL subscriber platform servicesMarais, Marius 12 1900 (has links)
Thesis (MBA)--Stellenbosch University, 2002. / Some digitised pages may appear illegible due to the condition of the original hard copy. / ENGLISH ABSTRACT: It is difficult to dispute the remarkable success that some of the console
manufacturers like Sony experienced with the distribution of the Psone and now the
Playstation 2 consoles. Nonetheless, the tie ratio (the relationship between the
number of games bought per year and the installed base of consoles) is limited on
average to only 2.2 games per Psone sold. It is an achievement, though limited
considering the 5-year timeframe. The relatively low penetration of games can,
amongst other things, be contributed to the retail price of games and the distribution
channel in use.
On the other hand, the PayTV industry has resolved the concept of content
distribution years ago, and has reinvented itself several times along the way, from
analogue to digital to personal video recorders. All of these phases had one common
feature, some sort of encryption to prevent unauthorised viewing. With the invention
of digital data distribution, data transfer speeds in access of 27Mb/s became a
standard feature. As a result, it would be fair to say that PayTV perfected the
distribution of encrypted data at high speed to devices in consumers' homes.
Therefore, it is not inconceivable that a combination of a hard drive and digital
subscriber technology, which can communicate to a game console, could create an
alternative distribution platform for console games. The combination of the devices
could decrease the cost of game distribution, increase the player's choice, decrease
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the cost to users, and more importantly, create a monthly revenue stream. In this
manner, the cost hurdle with respect to games could be reduced, and the penetration
and use of game console devices could be increased.
The video game industry is a $24 billion business with substantial revenue generated
from game distribution. By removing the cost hurdle of game distribution, the
penetration of these devices will be accelerated and both parties will benefit.
Although the industry is not geared for this type of content delivery, MIHL's
knowledge and expertise in signing up exclusive content for their PayTV operation and the group's ability to develop technology solutions will prove valuable in
restructuring the games distribution channel. / AFRIKAANSE OPSOMMING: Dit is moeilik om die sukses wat sommige videospeletjie platformvervaardigers soos
Sony ondervind ten opsigte van verspreiding van die Psone platform en nou die
Playstation 2 produk, te weerlê. Nieteenstaande die sukses van
platformverspreiding, is die verhouding tussen die hoeveelheid speletjies en
platforms wat verkoop is, nog steeds beperk tot 2.2 speletjies per platform. 'n
Merkwaardige prestasie op sigself, maar gesien in die lig van die van 'n 5 jaar
verspreidingsperiode is dit tog beperk. Die relatiewe lae penetrasie van speletjies
kan onder andere toegeskryf word aan die hoë kleinhandelsprys van speletjies en die
verspreidingskanaal wat gebruik word.
Aan die ander kant het betaaltelevisie die beginsel van inhoudsverspreiding jare
gelede onder die knie gekry. Gedurende die periode het die televisie-industrie
homself verskeie kere herskep, van analoog programverspreiding tot digitale
verspreiding en laastens die persoonlike video opnemers. AI die fases maak gebruik
van een gemeenskaplike kenmerk, naamlik enkripsie om ongemagtigde besigtiging
te voorkom. Programinhoud versending teen 27 Mega greep per sekonde was
algemeen in gebruik met die daarstelling van digitale data verspreiding. Daarom kan
dit geregverdig wees om te beweer dat betaaltelevisie die verspreiding van
geenkripteerde data, teen hoë spoed, na verbruikers se huise bemeester het.
Gevolglik is dit nie ondenkbaar dat In kombinasie van hardeskyf en digitale
verbruikerstegnologie, wat met videospeletjiesplatforms kan kommunikeer, 'n ,
alternatiewe verspreidingsplatform kan vorm nie. Die geïntegreerde platform kan die
verspreidingskoste verlaag, die verbruikerskeuse verhoog, die kleinhandelspryse van
speletjies verlaag en 'n maandelikse inkomste genereer. Sodoende kan die koste
hekkie gebonde aan speletjies verlaag word en gevolglik die penetrasie en verbruik
van speletjies verhoog word.
Die videospeletjie-industrie is 'n $24 miljard besigheid wat 'n groot gedeelte van die
inkomste genereer deur speletjie verspreiding. Deur die koste hekkie van
verspreiding te verwyder, kan die penetrasie tempo van die speletjies verhoog word
en beide partye kan bevoordeel word. Nieteenstaande die video industrie se onvoorbereid,heid om inhoud elektronies te versprei, kan MIH se kennis en
vaardigheid bm eksklusiewe program inhoud vir televisieplatforms te bekom, asook
die groep se vermoë om tegnologiese oplossings te ontwikkel, 'n waardevolle
instrument wees om die videospeletjie verspreidingskanaal te herstruktureer.
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Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooterClearwater, David A. January 2006 (has links)
No description available.
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Nintendo revolution: what is happening in videogame industry and individualsLi, King-lun., 李景麟. January 2010 (has links)
published_or_final_version / Modern Languages and Cultures / Master / Master of Philosophy
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Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooterClearwater, David A. January 2006 (has links)
This dissertation explores the emerging relationship between the U.S. military and the commercial video game market. Specifically, this study situates this relationship in terms of the U.S. military's evolving role in a variety of media-such as Hollywood feature films, television, and television news-for the purposes of propaganda and the influencing of public opinion. Consequently, an analysis and critique of the U.S. military's production and commissioning of commercial video games will be advanced that takes into account contemporary analyses and media critiques with respect to war and representation. Since these games are also a part of the larger field of entertainment and cultural production, this study will attempt to understand these products for the complex ways they combine cultural expression, modern spectatorship and the desire to influence or mediate popular conceptions of war. Consideration will also be given to situating these products within the emerging field of video game studies and aesthetics, as well as questions concerning genre, realism, historical revisionism, and the ethics of simulation.
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