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Audiences &
Institutions:
Distribution,
Synergy,
Symbiosis
Where do you access your
games?
 GAME – The Shop
 HMV
 XBOX Marketplace
 Play.com
 Amazon
 PlayStation Store
 Itunes
 Steam
 Apple App Store
 Ebay
Old Distribution Model


 Retail centric – physical stores
 Reliant on the manufacture and
  supply of the games disc and
  packaging
 Requires more initial outlay by
  the games publishers to produce
  the disc and box, this eats into
  their profit.
 Limited space in store so limited
  stock and choice
New Distribution Model


 Games available: ONLINE
 PlayStation Network is free if you own the PS3
 Xbox Live is subscription based
 App Store – download iPhone/Pod/Pad games
  (collectively known as iOS devices)
 Other online services – Steam.
(You may want to research OnLive as a case study!)
Online
shopping
What is the point of
a games expo like
Play yesterday?
What is the point of
      a games expo like
      Play yesterday?
 Marketing – Many many people will have gone home after this weekend
  and mentioned to at least one person about the Wii U or Halo 4. Even
  more people will have mentioned it on social network – creating a buzz
  and a form of viral marketing.
 It is a point of exchange between media consumer and the producer.
  This could have been through the developer Q and A‟s or developers
  networking with others in their field – breeding creativity and maybe
  new ideas!
 The serving of loyal „subculture‟ communities – such as the retro
  market, card game roleplayers and the cosplay market. Specialist
  retailers had their market right where they wanted them! If you wanted
  a replacement pinball machine part, bespoke Pacman arcade cabinet for
  your bedroom or wanted to know how to make your own Chun Li
  costume, you could have got one!
 The retro market was well catered for – remember the average age of
  gamer targeted is around 30. Those who grew up with Sonic, matured
  with GTA and know their way around COD. Hence large number of
  retro-themed stalls selling games, posters, t-shirts etc.
 Developing the sense of community – meetups, e-sports, anime traders
Synergy


Synergy (from the Greek meaning working together) is the term used
to describe a situation where different entities cooperate advantageously
for a final outcome. Simply defined, it means that the whole is greater
than the sum of its parts.
It‟s the „strategy of synchronising and actively forging connections
between directly related areas of entertainment‟.
New Technologies support this process – web, dvd, downloading. Media
institution exploit various platforms to sell various products related to
one film (e.g. film and soundtrack and video game).
Symbiosis is the linking up of various companies to make profits from
one product
An example of synergy
from Disney



            Outlets

CD




                        DVD
     Game
An example of synergy from Working Title Films….




                                Sound Track




  DVD
Symbiosis
 This is when different companies work together to promote
  a range of related products. Eg High School Musical the film
  will enable spin-offs like Happy Meals, Easter Eggs,
  bedlinen, toy characters etc and the distributor will agree
  licensing deals for companies to make and sell this
  merchandising. A % of the profits will go back to the
  distributor
 Walt Disney pioneered symbiosis marketing techniques in
  the 1930s by granting dozens of firms the right to use his
  Mickey Mouse character in products and ads, and continued
  to market Disney media through licensing arrangements.
 These products can help advertise the film itself and thus
  help to increase the film's sales. For example, the Spider-
  Man films had toys of „webshooters‟ and figures of the
  characters made, CD soundtracks, video games, DVD‟s and
  other merchandising.
Technological Convergence

 Technological Convergence is the process by which a range
  of media platforms are integrated within a single piece of
  media technology.
 For example the new Xbox 360 is a games console, a DVD
  player, an internet modem.
 The iPhone is a phone, a camera, a video camera, an mp3
  player, an FM radio, a games console, a web browser, a
  palmtop computer.
 This demonstrates „convergence‟ of a wide range of
  technologies.
 Media institutions recognise that audiences enjoy using
  converged technology, want to consume media in a variety
  of different ways (including „on the go‟) and provide short
  form content for downloading eg video clips, trailers, music
  videos, jingles, wallpapers, music tracks etc
TASK: Synergy and Symbiosis


1. Define these two terms without
copying and pasting.
2. The examples earlier in the PPT used
the film industry - Explain them using
your own examples from the games
industry – you will have to think about
what to research. Googling “symbiosis in
games” will not give you what you need!

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11 synergy symbiosis

  • 2. Where do you access your games?  GAME – The Shop  HMV  XBOX Marketplace  Play.com  Amazon  PlayStation Store  Itunes  Steam  Apple App Store  Ebay
  • 3. Old Distribution Model  Retail centric – physical stores  Reliant on the manufacture and supply of the games disc and packaging  Requires more initial outlay by the games publishers to produce the disc and box, this eats into their profit.  Limited space in store so limited stock and choice
  • 4. New Distribution Model  Games available: ONLINE  PlayStation Network is free if you own the PS3  Xbox Live is subscription based  App Store – download iPhone/Pod/Pad games (collectively known as iOS devices)  Other online services – Steam. (You may want to research OnLive as a case study!)
  • 6. What is the point of a games expo like Play yesterday?
  • 7. What is the point of a games expo like Play yesterday?  Marketing – Many many people will have gone home after this weekend and mentioned to at least one person about the Wii U or Halo 4. Even more people will have mentioned it on social network – creating a buzz and a form of viral marketing.  It is a point of exchange between media consumer and the producer. This could have been through the developer Q and A‟s or developers networking with others in their field – breeding creativity and maybe new ideas!  The serving of loyal „subculture‟ communities – such as the retro market, card game roleplayers and the cosplay market. Specialist retailers had their market right where they wanted them! If you wanted a replacement pinball machine part, bespoke Pacman arcade cabinet for your bedroom or wanted to know how to make your own Chun Li costume, you could have got one!  The retro market was well catered for – remember the average age of gamer targeted is around 30. Those who grew up with Sonic, matured with GTA and know their way around COD. Hence large number of retro-themed stalls selling games, posters, t-shirts etc.  Developing the sense of community – meetups, e-sports, anime traders
  • 8. Synergy Synergy (from the Greek meaning working together) is the term used to describe a situation where different entities cooperate advantageously for a final outcome. Simply defined, it means that the whole is greater than the sum of its parts. It‟s the „strategy of synchronising and actively forging connections between directly related areas of entertainment‟. New Technologies support this process – web, dvd, downloading. Media institution exploit various platforms to sell various products related to one film (e.g. film and soundtrack and video game). Symbiosis is the linking up of various companies to make profits from one product
  • 9. An example of synergy from Disney Outlets CD DVD Game
  • 10. An example of synergy from Working Title Films…. Sound Track DVD
  • 11. Symbiosis  This is when different companies work together to promote a range of related products. Eg High School Musical the film will enable spin-offs like Happy Meals, Easter Eggs, bedlinen, toy characters etc and the distributor will agree licensing deals for companies to make and sell this merchandising. A % of the profits will go back to the distributor  Walt Disney pioneered symbiosis marketing techniques in the 1930s by granting dozens of firms the right to use his Mickey Mouse character in products and ads, and continued to market Disney media through licensing arrangements.  These products can help advertise the film itself and thus help to increase the film's sales. For example, the Spider- Man films had toys of „webshooters‟ and figures of the characters made, CD soundtracks, video games, DVD‟s and other merchandising.
  • 12. Technological Convergence  Technological Convergence is the process by which a range of media platforms are integrated within a single piece of media technology.  For example the new Xbox 360 is a games console, a DVD player, an internet modem.  The iPhone is a phone, a camera, a video camera, an mp3 player, an FM radio, a games console, a web browser, a palmtop computer.  This demonstrates „convergence‟ of a wide range of technologies.  Media institutions recognise that audiences enjoy using converged technology, want to consume media in a variety of different ways (including „on the go‟) and provide short form content for downloading eg video clips, trailers, music videos, jingles, wallpapers, music tracks etc
  • 13. TASK: Synergy and Symbiosis 1. Define these two terms without copying and pasting. 2. The examples earlier in the PPT used the film industry - Explain them using your own examples from the games industry – you will have to think about what to research. Googling “symbiosis in games” will not give you what you need!