stereotype- male, 'geeky', educated,25-55 individualist, explorer/problem solver
truth- mass audience, second most successful video game after tetris, a diverse age/gender/ethnic demographic, maybe dependent console, crossplay
- gaming industry over 50 years old
- minecraft created in 2011
- £3.6 billion is spent annually on marketing online and app platforms are massively successful
- gamers now nearly 50% gender split with significant 33-55 secondary demographic
- mainstream games have oligopoly (less competition) control .g sony, microsoft, acquired minecraft from mojang end of 2014
- minecraft is open world sandbox construction
Regulation- aa and fps the most violent. (minecraft pegi 7) vsc(video standards council) control age ratings
- multiplatform, open world sandbox 'indie' game
- critically and commercially successful
- created by marcus 'notch' person
- developer- mojang (microsoft 2014)
-do eyegaze for disabilities
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