Video gaming in the era of the Internet
Remember the
old times, when you had to seat in front of your TV and fight for the best
joystick with your friends? But most of the time, you didn’t even have to
fight, because you were alone. Jerry had been punished for having eaten all the
pie his mother prepared for diner, so you didn’t have anyone to compete with. Let’s
say that videogames were really expensive too, and you had very few means of
discovering the game unless you bought it or if you were a videogame magazine
reader. But don’t worry, this time is over. Now, if you want to play, you have
the choice between your different games consoles, but also your new Asus PC. Why?
Not only because you are able to insert a “Rayman” CD in your computer, but
because videogames gained a large number of diverse interfaces, and the Internet
development helped to shape a new gaming environment. In this article, we will
see the new aspects of video gaming in the era of the Internet.
Videogames
have always been a source of huge benefits for games producers and as this mean
of entertainment developed, everything was an excuse to make money. For
example, you took a very bad movie with a super great hero like the “Batman and
Robin” of 1997, and you made a videogame of it, on PlayStation and Game.com. The
worse thing in this was that marketing worked, and people bought it, because
come on, you could play Batman! But even at that time, a good gamer would have
known that playing “Batman and Robin” was a voluntary suicide, because some
websites specialized in games critics such as “Imaginative Games Network” (http://www.ign.com/) already
existed. Actually, what Internet brought to the video gaming environment was a
huge source of information, allowing the consumers to pick up the good
products. Today, on special websites, such as the French one http://www.fantabobshow.com/, or even on
Youtube or Dailymotion, a lot of testers try some videogames for us, using what
we call “playthrough” or “walkthrough”. In the economic theory, there is the
idea of a disproportion of information between the offer and the demand. Thanks
to the Internet, this disproportion is being reduced because expert consumers
now inform less aware consumers.
If the border
between consumers and producers has been reduced thanks to the Internet, it is
also because this new Media permits a relation between both. Actually, as Henry
Jenkins pointed out in Convergence
Culture: Where Old and New Media Collide, the apparition of new Media
produced a shift in the consumer’s behavior. Passive in the past, he is now
able to participate in the Media production and, concerning our point, in the
videogame production. That is what Jenkins calls “participatory culture”. For example,
in 2011, a voice casting was headed by the producers of the computer game “Blue
Planet”, a game of spatial battle. Fans could record their voices for the
interpretation of diverse characters’ voices, and send it on the website http://www.hard-light.net/, with a chance of finally “being
part” of the game. Another concept of participation is the donation: fans are
able to donate a certain amount of money, online, in order to add funds for the
development of a game.
Internet also
permitted the democratization of computer gaming. As I already said in the
introduction, video games can be really expensive, and it is even more the case
when they concern new technologies, like the Wii console and its assorted games.
Like always, which is new is almost always more expensive. But this is different
on the Internet concerning computer games. For example, “Humble Bundles” http://www.humblebundle.com/ is a series of game
bundles that are sold and distributed online at a price determined by the
purchaser, and not the contrary. The games are multi-platform, DRM-free, and
independently developed. Here, the purchaser is free to buy the product at
whichever price he wants, but he is also able to distribute his money whether
to the developers of the game, the Humble Tip which organizes the promotion, or
charities.
To finish, we
can refer to Jenkins’ concept of “collective intelligence” to describe the
video gaming in the era of the Internet. Actually, as I said, when Jerry has
been a bad boy and can’t join you to play “Mariokart” on your GameCube, nothing
prevents him from building an awesome house on your “Minecraft” server.
Computer games can take the form of online multiplayer games, such as “World Of
Warcraft”, which is the main one, or “Minecraft” and so on. The Internet
provided a huge amount of possibilities for the gamer, and being able to play
collectively with everyone on earth has become extremely successful. This
concept of gaming also created a new form of social network, thanks to the
existence of the game servers, which permit you to be part of a special group
of gamers. This is not only about playing virtually, but also talking,
debating, and we can see very interesting forums on some game servers. So yes,
in the era of the Internet, you can be a socialized and even clever video gamer!
Morgane Paris
Fast Point Gaming has established itself as the premier game hosting company through the past six years, having served over 400,000 customers. We are an established and reputable company that you can be sure will be here tomorrow and always be there to stand behind the product you purchase from us.
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