The Role of Virtual Worlds in the Success of Video Games as Cultural Products The Gaming Industry as an Economic and Cultu...
Halo 3 World of Warcraft
<ul><li>170 million </li></ul>Sales in USD of Halo 3 in first 24 hours after release <ul><li>9.7 million </li></ul>Num...
<ul><li>11 million </li></ul>Number of players to have joined World of Warcraft as of Oct 2008 <ul><li>2 billion </li><...
 
<ul><li>World building is important in all forms of fiction </li></ul><ul><li>Game worlds require a unique comprehensivene...
<ul><li>Fallout 3 </li></ul>
<ul><li>Fallout 3 </li></ul><ul><li>Grand Theft Auto IV </li></ul>
<ul><li>Fallout 3 </li></ul><ul><li>Grand Theft Auto IV </li></ul><ul><li>Braid </li></ul>
<ul><li>These games exist within the context of larger game franchises. </li></ul>
 
 
<ul><li>These games exist within the context of larger game franchises. </li></ul><ul><li>The continued development of a g...
 
<ul><li>These games exist within the context of larger game franchises. </li></ul><ul><li>The continued development of a g...
<ul><li>Online social interaction within virtual worlds is a key distinguishing characteristic of video games. </li></ul><...
<ul><li>Online social interaction within virtual worlds is a key distinguishing characteristic of video games. </li></ul><...
<ul><li>Games are becoming an increasingly important part of our culture and our cultural economy. </li></ul><ul><li>The t...
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Political Economy of Gaming and Place

Published on: Mar 4, 2016
Published in: Education      Entertainment & Humor      Technology      
Source: www.slideshare.net


Transcripts - Political Economy of Gaming and Place

  • 1. The Role of Virtual Worlds in the Success of Video Games as Cultural Products The Gaming Industry as an Economic and Cultural Juggernaut
  • 2. Halo 3 World of Warcraft
  • 3. <ul><li>170 million </li></ul>Sales in USD of Halo 3 in first 24 hours after release <ul><li>9.7 million </li></ul>Number of units sold of Halo 3 as of June 2009 <ul><li>1 billion </li></ul>Number of online multiplayer matches played of Halo 3 <ul><li>2 trillion </li></ul>Time spent in those online matches in seconds (64,000 years)
  • 4. <ul><li>11 million </li></ul>Number of players to have joined World of Warcraft as of Oct 2008 <ul><li>2 billion </li></ul>Approx. annual revenue in USD from those subscribers <ul><li>14 million </li></ul>Number of copies sold of software needed to run WOW <ul><li>600 million </li></ul>Approx. revenue from sale of WOW software in USD
  • 6. <ul><li>World building is important in all forms of fiction </li></ul><ul><li>Game worlds require a unique comprehensiveness due to the self-determinacy of the player </li></ul><ul><li>Place vs. space </li></ul><ul><li>Great games usually occur in great places </li></ul>
  • 7. <ul><li>Fallout 3 </li></ul>
  • 8. <ul><li>Fallout 3 </li></ul><ul><li>Grand Theft Auto IV </li></ul>
  • 9. <ul><li>Fallout 3 </li></ul><ul><li>Grand Theft Auto IV </li></ul><ul><li>Braid </li></ul>
  • 10. <ul><li>These games exist within the context of larger game franchises. </li></ul>
  • 13. <ul><li>These games exist within the context of larger game franchises. </li></ul><ul><li>The continued development of a game franchise allows for the elaboration and expansion of the virtual world in which it takes place. </li></ul>
  • 15. <ul><li>These games exist within the context of larger game franchises. </li></ul><ul><li>The continued development of a game franchise allows for the elaboration and expansion of the virtual world in which it takes place. </li></ul><ul><li>Star Wars as prime example of cross-media franchise </li></ul>
  • 16. <ul><li>Online social interaction within virtual worlds is a key distinguishing characteristic of video games. </li></ul><ul><li>Halo is a prime example of using a single player campaign as a platform to create places that allow for online interaction and competition. </li></ul>
  • 17. <ul><li>Online social interaction within virtual worlds is a key distinguishing characteristic of video games. </li></ul><ul><li>Halo is a prime example of using a single player campaign as a platform to create places that allow for online interaction and competition. </li></ul><ul><li>World of Warcraft works almost in reverse as an MMORPG based on social interaction with the capacity for individual gameplay. </li></ul>
  • 18. <ul><li>Games are becoming an increasingly important part of our culture and our cultural economy. </li></ul><ul><li>The transcendant franchises are able to make those worlds persistent places with unique and deep mythologies that people have connections with and wish to return to again and again. </li></ul><ul><li>The most successful games combine compelling gameplay with elaborate virtual worlds </li></ul>