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Saturday, November 23, 2013

Gaming Industry Niche and Associations

       
         In recently joining Full Sail University and their community, I see myself totally inspired, going down a completely new road where wonderful things wawit at the end. I started with no business experience at all and now I am almost halfway to completing a Master's Degree. I feel like have learned a whole new world of possibilities, still it is only the beginning. In the business entertainment industry we can choose from a variety of options in what to dedicate our interests.I have chosen Visual Effects ans Gaming because they not only go by the hand but also are a very important element in the entertainment industry. Digging in the niche of these specific areas we can find numerous information providers. But, there are those who focus on what are console video games, running a little farther away from what are computer based games. i have chosen several associations to help me describe further what the game industry is trying and wanting to do in order to exapnd audiences.
          IGN summerizes the latest news and updates in video game consoles and now including mobile gaming, not only for portable devices developed by the console company brands but also smart phones games. Is interesting the public the site focus on is on directly interested in console video gaming. Now the other half of the video game industry audience comes from computer gaming. One of the highest demands in this area comes from Blizzard Entertainment. Their mission states as follows, "Dedicated to creating the most epic entertainment experience…ever”.  You might of heard of their most selling game called World of Warcraft, which is an online platform multiplayer game. You get to play online with peers and with other online gamers. This approach is now what console gaming is aiming for. The top companies have made it possible for almost a decade now. The difference is the medium.
          The gaming industry has evolved the last couple of years exponentially. Who knows what it will become in a couple more. We have to acknowledge that this industry has been able to grow mostly because of the technological advances and graphics developments in the visual arts. It is difficult to say who is the leader in the visual special effects department. But it definitely has been the greatest development that has contributed in the gaming industry. One example I can bring forward is Adobe, which has developed cinematic graphics into console-quality games. This is the most innovative and modern movement in the industry.

Monday, November 18, 2013

TED Speaker Tom Chatfield



This speech works around how human being can enter a learning environment with games. How the gaming industry allows the mind to expand and become something bigger in an educational level. Tom Chatfield begins his lecture stating about the “power of virtuality” video games present and how we absorb that and reproduce it. Video games a part from growing on the human imagination it can motivate and compel us into something more and better. We cannot discard the essentials, which are technological advances and concept constructs in order to develop products, which then would open up the audience’s imagination and motivate the to do better. The video game industry has been growing exponentially these past few years. He describes it as being the “fastest growing industry among all media”.
The fact is that people do spend the money on these products and inside the games also because they feel an emotional, individual or even a collective drive to do so. It is true, gamers and non-gamers demonstrate it everyday by simply connecting with others and sharing experiences. It is incredibly interesting how he particularly describes how we measure the gaming experiences with the constant data, which is the first way to reward the brain. Second providing short and long-term aims and third with effort consider rewarding yourself; reward effort. Four, constant, rapid, and clear feedback is extremely important. This is very important especially in a learning basis. He specifically says and I quote “is very, very hard for people to learn if they cannot link consequences to actions”. Fifth is the element of uncertainty, people desire to seek and find out about the unknown; this way even rewards will be better. Sixth are the windows of enhanced attention; the memory and the confidence. Gaming experiences change variations in both of these concepts. They help expand the memory span and sometimes reduce it, but most of all they help people gain confidence in themselves.
Lastly other people who are what mostly drives us to want to play games, to be able to connect and share with others. We need that connection to one another, humans are social beings, and since technology has partially separated that physical sharing and connection, it has definitely opened a new road to which we can describe ourselves social beings. He inspires because he connected in various ways the gaming industry to real life situations. It is definitely important to remember that we need new sharing and communication methods. Also, that these are educational methods we can use to grow as better human beings. Like it is also learned in Chris Anderson's Speech, as he describes it the "Crowd Accelerated Innovation", people want new ways of communicating with peers and sharing with family and playing with friends. These modern ways show how we interact not only with others and also with the rest of the world.