Thursday, July 7, 2011

Gaming: Video Games and Xbox Live: Mass-to-Mass New Media

Xbox live absolutely exemplifies mass-to-mass communication. The 'Xbox 360,' the Microsoft engineered gaming platform that emerged just around 7 years ago, has been and continues to be the market-share leader of home video game platforms. Its predecessor, the original 'Xbox,' also used 'Xbox Live' to connect hundreds of thousands to hundreds of thousands--worldwide. The 'Xbox 360' has expanded its place in the online world (Xbox Live), exponentially. Millions of gamers are able to text-chat, video chat, and most importantly (for the majority of gamers) -- GAME - with one another. There is even one game (MAG online) that allows for 256 gamers to all connect and join a single "lobby" from their living rooms: 128 players on each team, grouped according to rank...everyone discussing strategy and more. The fact that anyone with a TV (old or new) and $129 (for the Xbox 360) is able to connect and game with millions of others should seem fairly obvious at this point.

There is one other aspect of Xbox Live and gaming in general that I would like to discuss. There are many spheres of communication orbiting around any video game—but lets take the example of fan forums. These forums represent the “collective production of game experience.” That is to say, if these newer forms of media did not exist, the game would not be recognized as the same, as they have been incorporated into the building blocks of the game space. Once clean, but now tangled boundaries--are evidently separating the game from anything else; thus clean has become faded and smudged: Consumers, essentially, now serve as "a wall of the echo chamber" for game creators, “beta-testing” (pun intended) games for creators.

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