Iconography versus Interactivity
If game streaming works, the market could expand even further. That may soon change. A battle is brewing between big media and technology firms to see who—if anybody—can become the Netflix of video games. The game was designed to run on dedicated consoles and beefy PC s.
Those initial trials are now finished. Microsoft, which makes the X box consoles, is due to start testing a similar service, Project xCloud, later this year. Amazon is also thought to be interested. The giants will be battling a string of competitors.
Electronic Arts, a big games publisher, has plans for a streaming product of its own. Nvidia, a maker of video-gaming graphics chips, is testing a similar service.
Video games and IP
Sony, which makes the PlayStation consoles, already has a cloud-gaming offering called PlayStation Now, as do startups such as Loudplay and Shadow. Customers of Telecom Italia, an Italian internet provider, and Orange, a French one, can avail themselves too. The hope is that cloudified games will be more appealing to consumers. The industry would simply be keeping up with their habits, says Kareem Choudhry, who runs Project X Cloud at Microsoft. People are trained to expect entertainment to be portable, transferable between different devices, and instantly available.
Super-powered gaming PC s are even pricier. With the cloud-gaming model those costs are replaced with a subscription fee.
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The economics of cloud gaming, indeed, could be more attractive to manufacturers. Consoles such as the X box One or the PlayStation 4 are expensive to design and often sold at a loss, with firms hoping to recoup the money on game sales. In a cloudified future, expensive loss-leaders would no longer be necessary. Institutional Login. Log in to Wiley Online Library.
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Genre and the Video Game
Forgot your password? Forgot password? Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J.
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Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium.
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It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study. Get A Copy. Paperback , pages. More Details Original Title. Other Editions 4. Friend Reviews.
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