CCT109H5 Study Guide - Final Guide: User-Generated Content, Smart City, Kinect

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CCT109H5 Full Course Notes
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CCT109H5 Full Course Notes
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Document Summary

Video games are first media people are exposed to. Battle stations: investing money to buy various screens and the highest performance equipment for gaming: ex: living rooms designed as in home theatres. E-sports: new belief in sports and competition in video games: teams of professional players, take on a celebrity status. Commodification: video games and culture industries: ex: angry birds turned into a move. Star wars turned into video game: seen as a type of convergence. Economic impact: video game revenue higher than movies: 22 billion spent in 2014. Gaming industry ideal commodity: embedded in post fordism model. Market convergence: hardware and software drive each other leads to new innovation: software demands faster consoles. Players as producers: user-generated content and exploitation of players. Gamification: apply video game principles to other aspects in life: using video games for education, ex: english adventure land used in china to teach english.

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