COMM130: Mass Media &
Society
The internet industry: MODERN
CHALLENGES AND STRATEGIES / The
Videogame Industry
Today’s Outline
Overview of modern Internet
industry
Production, Distribution,
& Exhibition
Natural & contextual
search engines
Word-of-mouse marketing
Media literacy on the Web
Implications of web analytics
User-generated content
Socioeconomic impact of online
industry
Worldwide Penetration
Selling the Internet as an Innovative Industrial Medium
Importance of New Medium
Surge in Internet Users
Production & Distribution
Interactivity: consumers
respond to content created & delivered by browser over the globe (hence
www!)
“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?
Languages: HTML, JAVA, PHP
E-mail, Mobile Web, and iLife
Distributing Ads Online
Text & display ads by
email marketing companies
Interstitial ads: forced-viewing as
publisher’s site is loaded between the site’s page loadings
Spam
Companies offer filtering
programs to exclude/minimize it
Banner & pop-up (optional)
ads lead to banner-blindness
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)
Mass customization: target ads
to individual users based on cookies that track a user’s “clickstream”
Data mining: storing &
retrieving info about users
Exhibition in the Web Industry
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”
Uniform Resource Locators
(URLs): 2 parts:
Domain name of the individual
or organization
Top-level domain (TLD)
Domain names registered with
ICANN: Internet Corporation for Assigned Names and Numbers
Point of entry into most
portals:
Search
engine (more later)
Search Engines
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
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!
What’s the
difference? A middleman!
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)
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
Word-of-Mouse
Buzz or Viral Marketing
http://showdown.contagiousmedia.org
www.contagionmarketing.com
www.contagiousmedia.org
www.buzzfeed.com
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
Media Literacy Online
Digital convergence = at the
heart of distribution of digitalized content across blurred media boundaries
Power & dominance in media
conglomerates’ hands
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
Transactional databases store
information about users who make purchases on-line; pro-advertisers
Web Filters: selective blocks
Peer-to-Peer (P2P): connects
nodes (acting as servers & clients both) on a file-sharing network
Digital Divides
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
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$
Web Analytics
Google, Statcounter, Awstats (Hosting Service Control Panel)
Web Analytics
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
StatCounter
www.statcounter.com
Web Analytics
Google, Statcounter, Awstats
Google Analytics
User-Generated Content
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
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
Virtual Worlds
Online Gaming (video games TBD
later)
Worldwide competitors: forums,
walls-of-fame
Industry thrives on the
convergence to new media
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
Social Networking
You = biggest factor in Web 2.0
(source: www.pixelpod.co.uk)
Source: Awareness Social Media Marketing, Inc.
Socioeconomic “So What”
Shopping, playing, romancing,
& learning less offline
Make $$ at click of a button
from comfort zone
Telecommuting: work-from-home
E-commerce, e-trade, e-rotica!
Online dating, matrimonial,
relationships
Open courseware (MIT web),
e-degrees
Discussion Topics
What are the implications of
convergence, i.e. the shift away from older media industries to the Web?
How does the Internet’s
potential massification (as a medium) change the way you live &
communicate?
Can you separate mass &
interpersonal (networked) processes online?
What do people “watch” online?
What policy roles can key
Internet institutions play w.r.t. regulation, surveillance, production,
homogenization?
Has rising media choice made
citizen motivation more vital? How have the apathetic turned to entertainment?
References… Thanks!
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?”
Turow J. 2009. Media
Today: An Introduction to Mass Communication. 3rd Ed. New York, NY: Routledge (Taylor &
Francis), Inc.
Juliussen, Egil &
Petska-Juliussen, Karen. Internet
Industry Almanac. 8th Ed.
www.c-i-a.com
Miniwatts Marketing Group: www.internetworldstats.com
Wikipedia. HTTP, HTML, RSS, URL, ISP, P2P. 2008
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.
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.
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?
The History of Video Games
Originally developed in university
laboratories on mainframe computers, as well as by the U.S. military for
simulation training
Also roots in electronic pinball
machines
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
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)
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
History of Video Games cont’d
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.
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
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.)
The contemporary video game
industry
Two intertwined business:
hardware
software
Video Game Hardware
Home Consoles (Xbox 360, Playstation 3,
Nintendo Wii)
Handheld Consoles (Nintendo DS, Sony PSP)
Coin-Operated Arcade Machines – still around! Often feature
more intense physical experiences (Dance Dance Revolution, race cars, etc.)
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?
Mobile phones – an increasingly important
part of the video game industry – typically casual games, downloadable content
Internet TV – a small but fast-growing
sector - casual games sent directly to
TV from digital cable and satellite companies
Video Game Software
Production:
A distinction between software publisher and developer
Publisher – Comes up with a marketable
concept, puts up the money, positions the game in the marketplace with
advertising/promotion
Developer – Paid by the publisher to
handle the technical production of the games – involves highly specialized
labor (writing code, etc.)
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)
Some big companies handle both
publishing and developing (ex. EA)
Video Game Distribution and
Exhibition
Distribution:
Often handled by major
publishers, sometimes by independent firms
Can involve getting CDs or
cartridges into stores, internet distribution to computers or mobile phones,
cable and satellite TV distribution through subscription, etc.
Exhibition:
Console and PC games sold by
major retailers (Wal-Mart, Best Buy), video game specialty stores (Gamestop, EB
Games), online
retailers (Amazon)
Casual online games can be
downloaded through internet services for a low price, or may be accessible for
free (w/ ads!)
Advertising in Video Games
Advertisers are desperate to
reach young men, who have seemingly left TV for video games.
Advergaming: Creating custom games (ex.
Burger King), or embedded ads (ex. ads placed in Second Life)
Dynamic in-game advertising: sending customized, targeted
ads into games as their played, changing ads based on game setting and level
Video Games and Society:
Concerns About Sex and Violence
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:
Grand Theft Auto: San Andreas: pulled
from U.S. retail stores after sex scene was discovered
Manhunt 2: banned in UK, Ireland &
Italy due to extreme violence
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