ž 

ž  COMM130: Mass Media & Society

 

žThe internet industry: MODERN CHALLENGES AND STRATEGIES  / The Videogame Industry

žToday’s Outline

ž  Overview of modern Internet industry

ž  Production, Distribution, & Exhibition

ž  Natural & contextual search engines

ž  Word-of-mouse marketing

ž  Media literacy on the Web

ž  Implications of web analytics

ž  User-generated content

ž  Socioeconomic impact of online industry

 

žWorldwide Penetration

ž  Selling the Internet as an Innovative Industrial Medium

žImportance of New Medium

žSurge in Internet Users

žProduction & Distribution

ž  Interactivity: consumers respond to content created & delivered by browser over the globe (hence www!)

 

ž  “Information super-highway”

  Services/products via broadband telecommunication networks

  Digital technology allows “transportation” of massive loads of information through fiber optic cables, 3G, & wireless routes

  Ongoing debate: how to shape or regulate these avenues

  Normalization: laissez faire attitude toward conglomerates?

 

ž  Languages: HTML, JAVA, PHP

 

ž  E-mail, Mobile Web, and iLife

žDistributing Ads Online

ž  Text & display ads by email marketing companies

ž  Interstitial ads: forced-viewing as publisher’s site is loaded between the site’s page loadings

ž  Spam

  Companies offer filtering programs to exclude/minimize it

  Banner & pop-up (optional) ads lead to banner-blindness

ž  Google operates 2 kinds of advertising services:

  AdWords: a search-based contextual advertising program

  AdSense: an ad network (collection of sites to sell ads on)

ž  Mass customization: target ads to individual users based on cookies that track a user’s “clickstream”

ž  Data mining: storing & retrieving info about users

žExhibition in the Web Industry

ž  Internet access via internet service providers (ISP)

  ISPs charge some sites for exhibition due to bandwidth use

  Access fees to customers could restrict societal liberties, a.k.a. “net neutrality controversy

ž  Uniform Resource Locators (URLs): 2 parts:

  Domain name of the individual or organization

  Top-level domain (TLD)

ž  Domain names registered with ICANN: Internet Corporation for Assigned Names and Numbers

ž  Point of entry into most portals:

          Search engine (more later)

žSearch Engines

 

ž  Natural (Organic) Search Optimization

  Search engine result listings that appear due to their relevance to the search terms, vs. being ads

  Content, vs. directive, links to direct online traffic

ž  Contextual

  Ads designed to look like the search results

  Google claims their users click (organic) search results more often than related ads

  Worth billions of marketing $$ per year!

ž What’s the
difference? A middleman!

 

ž  AdWords are the ads

  Google's proprietary advertising service that produces text-only ads on the right side of its search results page

  All revenues from ads that show on Google go to Google; company bids for & pays each time its ad is clicked (PPC)

 

ž  AdSense is the syndication program used for them

  Ads seen via AdSense program are AdWords ads posted on 3rd party sites; but algorithm is unrevealed

  Sites set up accounts with Google and list ads from Google Adwords on the sites; hardly an exclusive club

 

žWord-of-Mouse

ž  Buzz or Viral Marketing

  http://showdown.contagiousmedia.org

  www.contagionmarketing.com

  www.contagiousmedia.org

  www.buzzfeed.com

 

ž  Social Contagion Behavior: Online Retailing

  Endorsements via MySpace, Facebook, Orkut…

  Key features common to these networks:

     Transparency: Scrapbook, walls etc. visible to ‘all’

     Messages spread through trusted relational links

  “Sell” news (engagement), achievements (educ., prof., etc.)

  Click-and-mortar: both online and offline points of sale

žMedia Literacy Online

ž  Digital convergence = at the heart of distribution of digitalized content across blurred media boundaries

ž  Power & dominance in media conglomerates’ hands

ž  Privacy ethics

  Will corporate & government agencies use advancing digital technology to collect or misuse private information?

  Advocates argue users have to choose & agree for data on them to be stored, but marketers prefer the opt-out method

ž  Transactional databases store information about users who make purchases on-line; pro-advertisers

ž  Web Filters: selective blocks

ž  Peer-to-Peer (P2P): connects nodes (acting as servers & clients both) on a file-sharing network

žDigital Divides

ž  Affluence of supply vs. Scarcity of demand

  Rising volume of online content: programs, users

  Wealth of info          poverty of attention & time

      Overloaded info goes unnoticed

      Challenges: tailoring & relevance

 

ž  Telling apart myth vs. fact

  Evaluate quality/authenticity based on:

      Scope of Coverage

      Authority/Credibility

      Objectivity: unbiased?

      Accuracy

      Timeliness

  Identify fraud and phishing

      Hoaxes, chain letters, identity theft, $cam$

ž   Web Analytics
Google, Statcounter, Awstats (Hosting Service Control Panel)

žWeb Analytics

ž  Google Analytics

  Assess ways to improve site’s ROI by tracking behaviors key to its success & “stickiness” in funneling targeted traffic

  Identify which initiatives are cost-effective & how users respond

  Generate real-time data on user location maps, visitor activity, keywords, popular pages, visit duration, visitor demographics

  www.google.com/analytics/home/provision

 

ž  StatCounter

  www.statcounter.com

ž   Web Analytics
Google, Statcounter, Awstats

ž   Google Analytics

žUser-Generated Content

ž  Web 3.0: the Intelligent video Web

  Futuristic innovations of the Internet beyond 2.0 that aren’t technically or practically feasible at this time, but speculative

  E.g. Semantic Web, AI, open identity, ubiquitous connectivity

 

ž  Web 2.0: the Internet as a multimedia platform

  1 megabit of bandwidth (vs. 10 megabit for web 3.0)

  NOT an update to technical specs, but to changes in ways software developers and end-users utilize the Web

     Web-based communities & hosting services, social networking, video sharing, wikis, blogs, folksonomies (user-gen. taxonomies)

     Folksonomy = classification system from collaboratively creating & managing tags to annotate & categorize content

žVirtual Worlds

ž  Online Gaming (video games TBD later)

  Worldwide competitors: forums, walls-of-fame

  Industry thrives on the convergence to new media

 

ž  Second Life (& http://teen.secondlife.com!)

  Social construction: imagined reality vs. representation

  Avatars: users’ customized persona(s)

      E.g. SitePal, YM, G-talk images

      Empower you as the creator of online identity

      3D modeling, true-currency transactions

      Virtual property production/ownership/display

žSocial Networking

ž   You = biggest factor in Web 2.0

ž   (source: www.pixelpod.co.uk)

ž   Source: Awareness Social Media Marketing, Inc.

žSocioeconomic “So What”

ž  Shopping, playing, romancing, & learning less offline

 

ž  Make $$ at click of a button from comfort zone

 

ž  Telecommuting: work-from-home

 

ž  E-commerce, e-trade, e-rotica!

 

ž  Online dating, matrimonial, relationships

 

ž  Open courseware (MIT web), e-degrees

žDiscussion Topics

ž  What are the implications of convergence, i.e. the shift away from older media industries to the Web?

 

ž  How does the Internet’s potential massification (as a medium) change the way you live & communicate?

 

ž  Can you separate mass & interpersonal (networked) processes online?  What do people “watch” online?

 

ž  What policy roles can key Internet institutions play w.r.t. regulation, surveillance, production, homogenization?

 

ž  Has rising media choice made citizen motivation more vital? How have the apathetic turned to entertainment?

žReferences… Thanks!

ž   Turow J & Tsui L, Editors.  The Hyperlinked Society: Questioning Connections in the Digital Age. 2008.  Ann Arbor, MI: The University of Michigan Press.

  Finkelstein, Seth: “Google, Links, & Popularity versus Authority”

  Hindman, Matthew: “What is the Online Public Sphere Good For?”

 

ž   Turow J.  2009.  Media Today: An Introduction to Mass Communication.  3rd Ed.  New York, NY: Routledge (Taylor & Francis), Inc.

 

ž   Juliussen, Egil & Petska-Juliussen, Karen.  Internet Industry Almanac. 8th Ed.  www.c-i-a.com

 

ž   Miniwatts Marketing Group: www.internetworldstats.com

 

ž   Wikipedia.  HTTP, HTML, RSS, URL, ISP, P2P.  2008

ž  The Video Game Industry

           The video game industry has rapidly matured over the last few decades, in terms of both technological complexity and corporate structure.

 

 

ž  The Video Game Industry

           The video game industry has rapidly matured over the last few decades, in terms of both technological complexity and corporate structure.

 

           Today, video games rival motion pictures as the most lucrative media industry, bringing in $13.5 billion in revenues in 2006.

 

 

 

ž  The Video Game Industry

   The video game industry has rapidly matured over the last few decades, in terms of both technological complexity and corporate structure.

 

   Today, video games rival motion pictures as the most lucrative media industry, bringing in $13.5 billion in revenues in 2006.

 

   Many video games now feature complex characters, settings, and patterns of action, and look more and more like interactive movies – driving trends in Hollywood, rather than the other way around?

 

 

ž  The History of Video Games

ž   Originally developed in university laboratories on mainframe computers, as well as by the U.S. military for simulation training

ž   Also roots in electronic pinball machines

ž   The modern video game industry began in 1972 with Atari’s Pong – the first widely popular video game, coin-operated, played in public places such as bars and pizza parlors

ž   Video game arcades rose in popularity by the late 1970’s, fueled by the success of innovative Japanese arcade games: Space Invaders (1978, Taito), Pac-Man (1980, Namco), Donkey Kong (1981, Nintendo)

ž   After the market failure of the Atari 5200 and other home consoles caused an industry crisis, the Nintendo Entertainment System resurrected the home console market beginning in 1985

 

ž  History of Video Games cont’d

ž   Also in the 1980’s: computer games became a major selling-point for the new home computers: Commodore 64, Apple 2e, IBM PC, etc. More sophisticated games began to be developed with PC technology: simulation, role-playing adventure, strategy, etc.

ž   In the 1990’s, home console gaming became big business. Media giant Sony entered the market in 1994 with Playstation, and became the dominant industry player for years. Microsoft, another global conglomerate, entered the market in 2001

ž   The 2000’s saw the increasing importance of online gaming: MMPORGS, Multiplayer online “clans,” (ex. Halo)                           casual internet games (ex. Scrabulous, poker/online gambling, etc.)

 

ž  The contemporary video game industry

Two intertwined business:

ž   hardware

ž   software

 

ž  Video Game Hardware

ž   Home Consoles (Xbox 360, Playstation 3, Nintendo Wii)

ž   Handheld Consoles (Nintendo DS, Sony PSP)

ž   Coin-Operated Arcade Machines – still around! Often feature more intense physical experiences (Dance Dance Revolution, race cars, etc.)

ž   Personal Computers

          CD games - typically for “hard-core” audience, but losing market share to console games

          Online games - typically casual games, older and more female audience?

ž   Mobile phones – an increasingly important part of the video game industry – typically casual games, downloadable content

ž   Internet TV – a small but fast-growing sector -  casual games sent directly to TV from digital cable and satellite companies

 

ž  Video Game Software

Production:

A distinction between software publisher and developer

ž   Publisher – Comes up with a marketable concept, puts up the money, positions the game in the marketplace with advertising/promotion

ž   Developer – Paid by the publisher to handle the technical production of the games – involves highly specialized labor (writing code, etc.)

ž   Most games are made by third party publishers, but console makers (ex. Nintendo, Microsoft) also publish games exclusively for their systems, hoping to make a “killer-app” (ex. Microsoft’s “Halo” for XBOX)

ž   Some big companies handle both publishing and developing (ex. EA)

ž  Video Game Distribution and Exhibition

Distribution:

ž   Often handled by major publishers, sometimes by independent firms

ž   Can involve getting CDs or cartridges into stores, internet distribution to computers or mobile phones, cable and satellite TV distribution through subscription, etc.

Exhibition:

ž   Console and PC games sold by major retailers (Wal-Mart, Best Buy), video game specialty stores (Gamestop, EB Games),                    online retailers (Amazon)

ž   Casual online games can be downloaded through internet services for a low price, or may be accessible for free (w/ ads!)

ž  Advertising in Video Games

ž   Advertisers are desperate to reach young men, who have seemingly left TV for video games.

ž   Advergaming: Creating custom games (ex. Burger King), or embedded ads (ex. ads placed in Second Life)

ž   Dynamic in-game advertising: sending customized, targeted ads into games as their played, changing ads based on game setting and level

 

ž Video Games and Society: Concerns About Sex and Violence

ž   Entertainment Software Ratings Board (ESRB) founded in 1994 by the video game industry under intense government pressure to limit children’s exposure to harmful content – followed controversies about graphically violent games such as Doom and Mortal Combat 

Recent controversies:

ž    Grand Theft Auto: San Andreas: pulled from U.S. retail stores after sex scene was discovered

ž   Manhunt 2: banned in UK, Ireland & Italy due to extreme violence

ž   Video games continue to be at the center of the debate about the potential effects of media on children – continuing interest within U.S. Congress