The article that I was assigned was called “The New
Cyber City: The Interactive Game Industry in the New Millennium” published in
2003 by Stephen Kline. Kline is an expert in media analysis and his research
about the game industry through this article exemplifies that he has a lot of
knowledge in the field. He is a professor at Simon Fraser University in British
Columbia, Canada where he teaches communications and is the leading figure in
this department. Kline graduated from the London School of Economics and
received his Ph.D. He also earned his B.A. in psychology from the University of
Toronto. Kline has written numerous articles regarding social communication as
well as the media. This goes to show that he does have a reputable reputation
and is a master in his field.
In chapter eight of his article about the game
industry, Kline constantly refers to the term post-fordism. This is a move
toward specialized markets such as the ones discussed in this chapter regarding
the game industry and a shift from jobs outside of the mass production of goods
inside huge factories. The post-fordism era greatly emphasizes the impact of
virtual entertainment through the game industry. This industry is one of the
fastest growing industries today. It is even considered more powerful than the
music industry. Kline delves into the competition amongst the major companies in
the game industry such as Sony, Microsoft, and Nintendo. Nintendo is targeted
toward younger children; however, Sony and Microsoft’s main audience are teens and
adults. Sony and Microsoft are both major platforms where they exhibit a desire
for broadband connection which would drastically change the game industry and
provide for a virtual community solely through gaming. Even though this article
was written over a decade ago, these were some of the ideas that major
industries were coming up with for the future. Because these companies hold so
much power, many smaller companies were being bought up by larger organizations
and were being absorbed into major companies. This means that in the future,
only a couple of these huge companies could control as much as 85% of the game industry.
In addition, Kline discusses the ideas of war games
for the military. The MIMENET refers to the idea that these games can be designed
for warfare simulation and help people in the military gain further knowledge.
Therefore, MAK Technologies came into existence and was designed by the
military to help with warfare activities. The United States Department of
Defense even helped with the funds and supported the idea. This goes to show
that games are not just being used by ordinary people for fun, but also act as
a tool for knowledge.`
In conclusion, the game industry is constantly
changing with new advances in technologies and other tools for communication.
Communities are being established through games and are connecting people; just
like social networking websites such as Facebook. Online gaming has become
popular throughout the world and has become a driving force in terms of connectivity.
With the development of interactive play and other improvements in games, it
will be interesting to see what games will be like in the near future.
Stephen Kline. (n.d.) LinkedIn [Profile page]. Retrieved November 11, 2014, from http://ca.linkedin.com/pub/stephen-kline/4/a56/697
Stephen et al., “The new cyber-city: The interactive
game industry in the new millennium,” Digital
Play: The Interaction of Technology, Culture, and Marketing (2003).
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