Friday, 18 May 2012

Essay Idea: Technology and The Future of Video Game Persuasion

For my essay I really like the idea of talking about how new technology is inspiring people to be part of the gaming community. How video games are becoming more accessible for all audiences and seen less as an antisocial media. How new technology is utilized to encourage a wider audience to get involved with video games on a more performance based level.

Video games are often looked upon as an antisocial activity in which one spends too much time inside and stationary. Many also find playing Video games in such confinement is bad for the health, which to some extent is a true factor. However, with the development of game technology, the gaming community is growing and inviting all sorts of people to get involved. The gaming industry now has new audiences to appeal to, making the step into the future exciting and limitless. With new technology bringing players together in a broader social atmosphere, gaming can improve the way people approach day to day tasks, similar to Jane McGonigal's(2010) theories. Making games that can teach people new skills that can be replicated or transferred to reality, will encourage player's to positively approach real life situations.


In current gaming technology, the next generation consoles can provide consumers with a high tech, virtual experience that freely allows them to perform and achieve in the real world. I will look at two gaming platforms that I believe are the most successful at innovatively pushing the industry forward and forging that new gaming community.


Nintendo Wii(2006) and DS(2006)

Nintendo has always be a forerunner for producing new, innovative ways for people to play video games. The Nintendo Wii(2006) and DS(2006) console systems have been the most accessible and fastest selling in our current gaming generation. The Wii(2006) console sold 20.53 million units during the 12 months ended March 31, attaining sales of 70.93 million units since its 2006 debut. As for the DS(2006) the Kyoto, Japan-based company still reported robust hardware sales. The DS(2006) further cemented its place as the top-selling handheld of all time by selling 27.11 million units worldwide during the year, totaling 128.9 million units life-to-date. Of that, some 17.82 million were DSi's(2007) and 2.08 million were DSi XLs(2008)(Tor Thorsen 2010) 

Wii(2006):


The Nintendo Wii(2006) was the first of it's kind to bring high tech, wireless motion devices to the 7th generation of console. It has released hundreds of games that require primary interaction via the wireless motion controller. The freedom with that technology has enabled the Wii(2006) to appeal to a wider demographic of consumers. From children to the elderly, the console is able to bring people together in sociable, exciting and rewarding performance. Gaming before has always been seen as a stationary activity, but since the Wii's(2006) release, gaming has been encouraged to help improve the welfare of all ages! For example games such as the Wii Fit(2007) are an interactive, fun experience that rewards the player for exercising. Fitness is usually overlooked in the gyms for it's lack of enjoyment, but implementing the same techniques into a game, means the player can still get fit but have fun as well, which as we all know with exercise isn't so achievable! Playing the game then becomes a performance that can affect the outcomes of the player in reality, encouraging them to the play the game more to improve their skills in fitness. Another popular game is Just Dance(2009), which is an incredibly immersive hilarious and fun way to get together with friends or relatives. Competing or cooperating together to dance to their favourite music, which heightens the positive atmosphere of multiplayer gaming and helps improve fitness and rhythm too!. There are many games on the Wii(2006) that challenge a variety of players across all demographics, but also apply very sociable and rewarding affects that encourage them to want to stay involved. This is a prime of example of how gaming is becoming performance based. Depending on how you physically react within the game, will determine the outcome. The more you physically and mentally interact with the system, the more your in game skills will be able to be transferred to real life scenarios.

The Wii(2006) is a very physical system that encourages players to get off their couches and become part of exciting new way to play games.

DS(2006):

The Nintendo DS is also one of its kind as a handheld system to have a touch and dual screen. Although not as physically demanding as the Wii(2006), the DS(2006) still requires specific motions in order to play the game. This particular piece of technology makes playing games more immersive for the consumer. AS with the Wii(2006), the Nintendo DS(2006) has produced many games that are proven to develop mental and physical skills across a wide audience. Some examples include Brain training(2006), in which any age of player can improve their mental abilities through routinely exercises. This has proven to do many things such as improving the brain functionality of the elderly and school children. The DS(2006) is also popular for a game series know as Professor Layton(2007), which implements a unique way of puzzle solving. The game includes an exciting and aesthetically appealing, animated story which affects the difficulty and types of puzzles you have to solve. Being able to solve one of the puzzles itself, with the overall design feels rewarding to accomplish. This is one of many games that have succeeding across a very broad audience. Aside from puzzlers there are still many games that exist, that are capable of improving player's physical and mental skill, that can be transferred to reality. Some brief examples as My Health coach which trains player's how to keep on top of fitness, or to stop smoking. There also games to teach players how to speak different languages, improve arithmetic skills or learn how to cook new recipes. The Nintendo DS(2006) is an incredibly unique and successful device that focuses on inviting everyone to play, no matter what age or interest.

Here is an early advertisement of the Nintendo Wii(2006) showcasing how the console will bring people together, to perform in sociable and exciting activities:



Microsoft's Xbox 360 Kinect(2010)


From November 2010( to present, the Xbox 360's Kinect(2010) sensor camera has sold over 10 million systems and games(Tim Stevens 2011). Having sold 8 million units in its first 60 days on the market, Kinect(2010) has claimed the Guinness World Record of being the "fastest selling consumer electronics device"

Although the Nintendo Wii(2006) was the first of it's kind to bring affective motion control gaming, the Xbox 360's Kinect(2010) sensor raised the bar in technological advancement within the industry. Unlike the Wii(2006), the Kinect(2010) system requires no form of controller for the player as they ARE the only asset needed to interact with the hardware. With both sound and motion tracking, the Kinect(2010) system can not only register voice but also track your entire body with a 3D motion recording device. It registers the depth of field in which the player are presented in, whether front room or bedroom, the Kinect(2010) device can establish every move you make with your arms, legs, body and even facial expression! With this new piece of innovative technology, video games have once again managed to create a new way for people to play.

Although the Kinect(2010) adopts a similar method to the Nintendo Wii(2006), it still holds it's own on getting people to come together and play games as a sociable and exciting activity. Encouraging and inviting players from all walks of life, to get involved and experience something new. The Kinect(2010) is able to deliver the same methods of game play as the Nintendo Wii(2006), minus a controller and with an accurate 3D motion sensor. Thus making the types of games that can be played, more technical, more realistic and more exciting.




Initially the Xbox 360 would've been looked upon as a hardcore gaming machine that only really appealed to the dedicated gamer, but now with the release of Kinect(2010), the console is able to invite a whole new audience to experience the power of the machine. High definition graphics, full body 3D motion sensor, voice control and achievements to go with it! making the whole experience feel rewarding no matter what activity you get involved in. In terms of software available, it is also very similar to the Wii(2006). Fitness games, dancing games and now even fighting games are used to increase the skill of the player so they can then transfer their new talents to real life situations.

Here is the first advertisement for the Xbox 360's Kinect(2010), showing off it's incredibly innovative technology and how controllers have become a thing of the past:



Overall, the contribution of new technology within the gaming industry is increasingly encouraging all types of people to get involved with video games. This is with the application of making games that appeal to all demographics, regardless of age or gender. Many of the games in which can hone new skills for the player. With regular application many consumers can benefit from playing these new games and will be able to solve situations in reality.

Bibliography:

. Gamespot (2010) Wii sales near 71 million DS almost 129 million [Internet] available at <http://uk.gamespot.com/news/wii-sales-near-71-million-ds-almost-129-million-6261400>. Accessed May 2012
. Engadget (2011) Microsoft sells 10 million Kinects 10 million Kinect Games [Internet] available at <http://www.engadget.com/2011/03/09/microsoft-sells-10-million-kinects-10-million-kinect-games/>. Accessed May 2012
 
. BBC (2010) Kinect gets UK release date [Internet] available at <http://www.bbc.co.uk/newsbeat/10996389>. Accessed May 2012
 
 

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