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  • Media industry: How the media industries’ processes of production, distribution and circulation affect media forms and platforms.

  • Media audience: How media forms target, reach and address audiences, how audiences interpret and respond to them and how members of audiences become producers themselves.

  • Digitally convergent media: Video games consoles are an excellent example of a digitally convergent device, you can not only play games but access social media, surf the internet, stream films and TV content and upload content into cloud based servers. Cross-media content helps maximise profits and also improve reach to new customers.

  • Production: This refers to all phases of designing, developing and making the media product;.

  • Distribution: This refers to all processes linked to delivering the media product to audiences both through tangible (disc) and digital (Cloud based) media.

  • Consumption: Explores the way in which the media text is used by audiences for pleasure but also explores the rise of user generated content across several platforms.

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Minecraft is a three-dimensional sandbox game , created and developed by Swedish-based Mojang Studios. It sets no specific goals for the player to accomplish, allowing users a large amount of freedom in choosing how to play the game. Gameplay is in the first-person perspective by default, but players do have the option to play in third person and there are different modes of play including Story Mode features. The game world is composed of rough 3D objects – mainly cubes and fluids – representing various materials such as dirt, stone, ores, tree trunks, water and lava. The core gameplay revolves around breaking and placing these objects. These blocks are arranged in a 3D grid, while players can move freely around the world. Players can mine blocks and then place them elsewhere, which allows for constructions to be built. The key characteristic of Minecraft as a video game is its creative and educational functions, which are more explicit in the gaming experience than in market-led rival games.

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Sandbox game - A game free of structure and constraint; players are free to roam and make choices about how they use the available content.

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Fan-made song parody's can be used as a way to promote the game minecraft as many people find the videos funny and creative, it allows the game to have a positive and fun outlook by other viewers.

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  • Minecraft is the second most successful video game of all time behind Tetris.

  • It was created and designed by Markus Persson,

  • A game programmer, who also developed and published the game through his company Mojang. A full version of the game went on release in November 2011.

  • To date, well over 121 million copies have been sold across all platforms, including over 27 million PC copies, making it the biggest selling PC game of all time.

The success of the games market.

  • The UK’s - US$4 billion;

  • China - US$24.4 billion

  • America’s - US$23.6 billion.

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  • A recent report by the UKIE1 suggests that the global games market is now worth in excess of US$100 billion.    

  • In comparison to traditional media like film, radio, print and television, video games are much younger, exponentially growing since the 1970s.

  • Minecraft’s Swedish creator, Markus “Notch” Persson started creating the game in May of 2009 having been inspired by similar games such as Dwarf Fortress, a single- player construction and management game; his goal was to produce a Role Playing Game variation.

  • Minecraft’s initial reception wasn’t commercially viable, seen more as a niche product for players with expert knowledge of computers and programming.

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Media Industries: Marketing and distribution?

  • Advertising revenue, the game relied on word of mouth between gamers and featured on sites such as the Penny Arcade web comic to generate interest amongst gamers.

  • By January 2011, the beta-version of the game had passed over one million purchases in just only a month, and by April 2011 Persson estimated that US$33 million of revenue had been made.

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  • By 2011, with Minecraft being developed among the game community, Persson and his company, Mojang Studios, had a game concept with exponential global growth but without commercial backing from a mainstream publisher. The game’s publicity relied on word-of-mouth recommendations between gamers – its users. For many media companies this would not typically have enabled growth or development of the concept. But, in the online age, Persson had the vision to circulate and generate the game via the internet and the video game community, so spreading the message virally about the game’s value. This is a clear example of the power of collaboration.

  • A consequence of this was that the beta version of the game had passed ‘over one million purchases in just a month in January 2011, and by April 2011 Persson estimated that US$33 million of revenue had been made’

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In November 2011, prior to the game’s official release:

  • Minecraft had over 16 million registered users

  • And 4 million purchases.

Due to its popularity, Minecraft was released across multiple platforms, becoming a commercially viable franchise with increased interactivity.

  • In particular, Minecraft: Pocket Edition was released on Sony Xperia Play, available on Sony Xperia smartphones.

  • Minecraft also become available on Android and iOS devices shortly after.

It was this ability to strike a franchise deal with an existing technology company, in this case Sony, to distribute the game that was a key feature of its success.

This commercial deal helped secure Minecraft ’s place in the video game market. Its significance was twofold:

  •  It was released on multiple platforms and increased audience interactivity.

  •  It was packaged as a game brand for a wider global audience and not just video gamers.

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  • The game was carefully marketed to audiences as identified above, as an online version of Lego and in doing so aligned itself with one of the most iconic ‘learning construction education products’ in history. 

  • The words ‘create’ and ‘imagination’ were used in the marketing of the game and as such, have been used in education in the past two years to help with building and construction and arts based courses. .

  • In November 2011, prior to the game’s official release, Minecraft had over 16 million registered users and 4 million purchases.

  • Due to its popularity, Minecraft was released across multiple platforms becoming a commercially viable franchise with increased interactivity.

  • In particular, Minecraft: Pocket Edition was released on Sony Xperia Play, available on Sony Xperia smartphones. Minecraft also become available on Android and iOS devices shortly after.

  • Formats: By 2012, Minecraft was available for Xbox

  • 360 and Xbox Live.

  • In 2014, Microsoft acquired Minecraft intellectual property for $2.5 billion. In 2015, it reached 30 million copies sold.

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Distribution:

  • Versions of the game can be purchased over the internet using such outlets. The Playstation Network or Xbox Live Arcade. Recent additions include the Nintendo platform which was excluded from the initial Minecraft releases; available to download from December 2015 with physical copies from June 2016 and most recently for Nintendo Switch (May 2017) and Nintendo 3DS (download only from September 2017). The Minecraft Story Mode 

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synergy - is the interaction of or co operation of two or more organisation to produce a combined effect.

​Sandbox games are games in which the player explores an open-ended world and they can do whatever they want to do with a few key note rules set in place. Other than those key note rules, the player can do whatever they want to, whether it would involve building structures or adventuring around the world to kill monsters.

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WHAT IS MINECRAFT: EDUCATION EDITION?

A game-based learning platform that promotes creativity, collaboration, and problem-solving in an immersive digital environment. Educators in more than 115 countries are using Minecraft: Education Edition across the curriculum!

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Mine craft has developed into a story mode this means that the version is no longer a sand box addition but the reason behind this envelopment is that it creates a emotional connection to characters and allows the business to make a lot of money from their loyal fans.

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The specialised and institutionalised nature of media production, distribution and It is worth considering how a simple PC Java game has become a globally successful phenomenon across all consoles and hand-held devices; Minecraft is now a multi- platform game which is not only just for PC gamers but those who own smartphones, Microsoft consoles (Xbox); Playstation 3, 4 and PS Vita; and more recently Nintendo consoles (Wii U) and hand-held devices (Nintendo Switch and Nintendo New 3DS, New 2DS XL and New 3DS XL)

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Marketing

The way that Minecraft has effectively managed and maximised its audience is the foundation of its success. Initially, Mojang relied upon word of mouth from its users and the online community of computer programmer and gamers. Since the Microsoft takeover, Minecraft has developed plenty of opportunities to market the brand and its gaming features. If a company buys the intellectual rights to a video game in a deal running into billions of dollars, then it expects a sizeable financial return.

 

Minecraft had originally debuted as a downloadable game with no money for its marketing budget. In 2011, Minecraft became a gaming giant because Persson built the game with his community. As he recalls:

 It’s a weird way of making a game. You just put it out and keep working on it as you’re making it … I tried to make sure it’s clear that ‘This is not the game [that the buyers will see]. I’m just working on it, and you can play it while I’m making it.’ (Source: http://observer.com , 14 March 2017)

He found, however, that his early adopters helped improve the game. Users reported bugs and, more importantly, created ‘mods’ (game modifications) that were new worlds, characters and items for gamers to play with inside Minecraft .

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"It’s a weird way of making a game. You just put it out and keep working on it as you’re making it … I tried to make sure it’s clear that ‘This is not the game [that the buyers will see]. I’m just working on it, and you can play it while I’m making it."

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He found, however, that his early adopters helped improve the game. Users reported bugs and, more importantly, created ‘mods’ (game modifications) that were new worlds, characters and items for gamers to play with inside Minecraft . The game’s early community provided the initial growth and adoption through the power of collaboration and connecting with other users – filtering content and shaping the game’s development. Now that Minecraft has been subject to global success and management by its technology partners, it is sold as a leading video game brand. This is evident from a quick search of the internet in examples that both market and synergise the product. The Minecraft website ( https://minecraft.net/en-us ) enables the user to explore and buy the game’s features. Under the main heading, the option to buy the product is prominent on the homepage. The website is the community location to download and explore realms and buy add-ons to the game.

 

The introduction of the Minecraft Realms service in 2013 was an attempt to give the producers more control over the distribution and circulation of the game. Realms are servers that are created specifically for players and are intended to keep players’ Minecraft world online, accessible and safe to allow them to create, survive or compete. This invokes a sense of belonging, community and play amongst its users. It is the establishment of a community within its marketplace that signals Minecraft as a lead video game. Any successful media product requires a marketing strategy and, in the online age, a symbiotic relationship with social media. Minecraft ’s Twitter feed ( https://twitter.com/minecraft ) exemplifies its highly developed use of online technology and has 1.8 million followers. Its banner is creatively and professionally animated. It is effectively a marketing platform for Mojang Studios, offering free giveaways, design information and what appears to be gaming advice to fans. With its highly commercial appearance, it represents a successful branding exercise for the game and company. Tweets frequently reference what is available in the Minecraft market and tie-ins with Microsoft consoles, with messages offering information such as behind the scenes previews about new products. The Minecraft community then tweets brief replies in response to the development of concepts and technologies, creating awareness online of the products – which is exactly the aim of the Minecraft publicity machine.

In addition to the marketing and exchange of Minecraft , its educational worth is valued by users who create, play and share. This ethos is reflected in global projects and the educational value embedded in its program design. For example: Minecraft has also been linked to non-profit projects such as the UN’s Block by Block project, which encourages communities around the world to redesign their neighbourhoods using Minecraft . An educational version has also been developed, Minecraft Edu (2012), which has several applications to help teach subjects and develop a culture of computer programming among digital natives. (Source: OCR Media Studies Factsheet: Minecraft 2017) This cultural impact of Minecraft is significant in terms of creative and community use, with audiences sharing their own game modifications (‘mods’), and game footage being made available across web forums and video-sharing sites such as YouTube. Different versions of Minecraft have been released to entice different audiences, moving away from creation-only narratives to include Story modes, spectator modes and multiplayer functionality across Minecraft Realms. Audience participation has increased the appeal of Minecraft as users create new in-game content via beta-testing processes, producing shareable, downloadable mods, and texture and resource packs. Through this process the audience has Context Social context : These YouTube celebrities are an example of how the nature of celebrity has changed in the digital age.

 

This cultural impact of Minecraft is significant in terms of creative and community use, with audiences sharing their own game modifications (‘mods’), and game footage being made available across web forums and video-sharing sites such as YouTube. Different versions of Minecraft have been released to entice different audiences, moving away from creation-only narratives to include Story modes, spectator modes and multiplayer functionality across Minecraft Realms. Audience participation has increased the appeal of Minecraft as users create new in-game content via beta-testing processes, producing shareable, downloadable mods, and texture and resource packs. Through this process the audience has become Minecraft ’s biggest advertising and marketing campaign, promoting and sharing their modifications and ideas surrounding gameplay via YouTube and online forums. Users are craftspeople making and connecting the worlds they have created. Further developments include the introduction of a physical Lego set to engage younger audiences, as well as merchandise opportunities and bonus content for buying more than one version of the franchise across platforms – a cross-play feature (over different platforms) that has benefited Minecraft immensely. The circulation and spread of Minecraft fan-made media across media platforms and dedicated fan sites, such as www.minecraftforum.net and blogs, means that there is an active and immersive community of gamers who share a common interest linked to minecraft.

Developments in production

  • 2010 Minecraft was developed as a multiplayer game using JAVA code.

  • Gamers were able to contribute to the development of the program eliminating bugs and facilitating multiplayer capability

  • In September of 2013, Microsoft bought all rights to Minecraft from Mojang for $2.5 billion dollars.

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The relationship of recent technological change and media production, distribution and circulation.

  • Due to the original nature of the game, most players simply logged in to play Minecraft and didn’t need a physical copy of the game.

  • When the Xbox and PlayStation versions were created there was often a chance to offer digital versions of the same game across the Windows 10 operating system

  • Users were often encouraged to download the game through the cloud servers rather than a physical copy of the game which would incur more of a cost for the institution.

  • Physical copies of the game were released 6 months after the cloud versions t encourage online purchase and reduce the risk of piracy

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Why Microsoft purchased – Minecraft for 2.5£Bn?

–Given the nature of the parent company and the loyal fan base of PC gamers, it was in the company’s interest to invest US$2.5 billion to purchase Mojang for long term revenue.

–Microsoft have since developed the product using more complex coding C++

–This has enabled multi platform access (mentioned previously)

–They have launched newer more traditional programs such as Minecraft Story board

–Minecraft

in November 2014 of that year, plans to work on a virtual reality version of Minecraft in Partnership with Oculus

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Why Microsoft purchased – Minecraft for 2.5£Bn?

–Minecraft , as a PC Java game, became a globally successful phenomenon across all consoles and hand-held devices.

– It is now a multi-platform game appealing to a wide range of users – not only PC gamers but those who own smartphones, tablets and other mobile devices.

–Mojang has struck deals with Nintendo, the largest game software seller, and Sony, as a hardware manufacturer and global conglomerate.

–By 2014 the intellectual property rights had been acquired by Microsoft, an American multinational technology company. This is not simply a case of the product being in the right place at the right time. These gaming giants and technology companies had a vision for Minecraft and how it could be distributed both globally and through its own gaming community. Their view was that beyond sales of hardware or software,

–gamers’ could readily be sold add-ons and a whole range of merchandise, including Minecraft: Official Magazin e, T-shirts, mugs, calendars, backpacks, hoodies, tie-ins with Lego, and Minecraft mini-games. Most recently a Minecraft movie has been proposed for 2019 (with Warner Bros. film studio). Minecraft has become a global brand with its own marketplace (its fans) to which to sell these offline commodities.

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Minecraft's commercial success

–Budgets for games vary and Minecraft is a good example of a game that was made and developed using readily available open source software within the gaming community; creating the original Minecraft using Java gave it the advantage of being cross-platform: it will run on Windows, Mac OS X, and Linux.

–other mainstream games that require entire teams of programmers, artists and engineers to make video games that have budgets equal or exceeding that of mainstream films.  AN example of this includes CALL OF DUTY

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Minecraft’s not for profit funding of projects

–Minecraft has also been linked to non-profit projects such as the UNs Block by Block project, which encourages communities around the world to redesign their neighbourhoods using Minecraft.

–An educational version has also been developed, MinecraftEdu (2012), which has several applications to help teach subject and develop a culture of computer programming amongst digital natives.

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Developments in production

  • 2017 Microsoft ownership develops the cross platform capability of Minecraft which is now available on C gamers but those who own smartphones, Microsoft consoles (Xbox); Playstation 3, 4 and PS Vita; and more recently Nintendo consoles (Wii U) and hand-held devices (Nintendo Switch and Nintendo New 3DS, New 2DS XL and New 3DS XL)

  • This opens up the market for the game (potentially increasing profits)

  • Newer games e.g. for smart phones were programmed in C++ (which limit the Minecraft community from modifying the code)

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  • Minecraft: Story Mode, follow more of the recognisable institutional conventions of game development including tutorials on how to play the game

  • 2010 Minecraft was developed as a multiplayer game using JAVA code..

  • Gamers were able to contribute to the development of the program eliminating bugs and facilitating multiplayer capability

  • In September of 2013, Microsoft bought all rights to Minecraft from Mojang for $2.5 billion dollars.

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  • Minecraft has universal appeal. It is useful to explore how such a game can appeal to different ages, genders and audiences from different social and cultural backgrounds.

  • The variety of different modes is certainly a contributing factor to the game’s success, but also the way in which audiences can control and shape their own worlds and create new identities through mods and altering textures, maps and craft kits.

summary (–https://www.pcgamesn.com/minecraft/microsoft-minecraft-java-edition)

- Talks about the better together platform where all five platforms will be brought together so people can use seeds and play with others. This is an issue as not all platforms are comparable together and can make some of the coding more difficult to managed. However a lot of people are in favour for this update as it will allow them to access worlds they were not able to use before. In order to help this process Microsoft has edited their C++ code to be easier to understand even making it so texture packs can be edited using Microsoft paint.

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