1 - Consider the possibilities and limitations presented by different gaming platforms
Relate how Web 2.0 has changed gaming platforms' possibilities i.e. platforms now have an online multiplayer/co-op mode, whereas in the past consoles were limited to just 1 player modes.
2 - How digital games are both marketed and distributed
Reflect how the internet has allowed games to be market and distributed massively i.e. ARGs now promote games with a great help from the internet.
Web 2.0 has changed how we collaborate. With transmedia storytelling, the consumer is transported into a larger game world and is offered a much more rounded gameplay experience e.g. ARGs represent an expanded opportunity for immersive storytelling, thus creating much more believable, coherent worlds because the game narratives are open-ended, thanks to the creation of forums and videos online.
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3 - Show understanding of the relationship between the hardware and software design of game-related computing systems and the creative work produced for them
Relate how Web 2.0 has allowed games to be made in different ways, as opposed to in the past i.e. UGC.
Web 2.0 has changed the personalisation aspect of the games industry massively. e.g. with Web 2.0 we no longer passively consume media, but we produce it. In relation to the games industry, producing media such as user-generated-content i.e. creating levels in games such as LittleBigPlanet has led to posing a question that the relationship between audience and game designer is altering thanks to the freedom to create assets.
Mill V Plato theory. Mill V Plato theory - web 2.0 has bought about collaboration, personalisation and community-interaction.
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4 - Look at examples of both platforms and digital games, explore the possibilities and limitations that technological advances and restrictions present to game designers
Web 2.0 has changed the personalisation aspect of the games industry massively. e.g. with Web 2.0 we no longer passively consume media, but we produce it. In relation to the games industry, producing media such as user-generated-content i.e. creating levels in games such as LittleBigPlanet has led to posing a question that the relationship between audience and game designer is altering thanks to the freedom to create assets.
Web 2.0 has changed the games industry through the integration of media platforms online e.g. iPlayer, Facebook and Twitter are available on game consoles such as the Xbox 360 and the Playstation 3. New media technology, such as the internet, exemplify convergence and networking. Which poses the question of the re-invention of media interaction in the future.
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5 - Address the changing nature of gaming platforms:
Relate how Web 2.0 has changed the games industry from past - present.
Web 2.0 has changed how communities interact with one another and the way we communicate in games. With online multiplayer modes, we can connect all over the world. Games are more suiting to our own preferences as we can change our competition, thus making the game more addictive and entertaining. In the past, the only community interaction we had was with friends in the same room.
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6 - Consider how development and change impact the distribution of game content, from physical media to downloadable content and web-streaming
In conjunction with the creation of the internet, it has allowed companies to reignite old 1-player games such as Final Fantasy and create them into massively-played community-driven games e.g. MMORPGs. Thus gaining old customer loyalty and increasing profit.










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