Stephen Kline is the author of the book in which this
article was taken from. Kline is a
professor within the School of Communications at Simon Fraser University in
Burnaby, British Columbia. Digital Play by Stephen Kline was the
book that my article was taken from.
This book is Kline’s most recent book he has written, obtaining many
positive reviews about his critique on the history of video games. The book discusses the transformation
of video games and the development in the communications industry. The article mainly tries to argue how
interactive gaming is becoming the most important part of the computer
industry.
Kline
begins his argument with the analysis of the major console producing companies
of Microsoft, Sony, and Nintendo.
He looks at game consoles such as the Xbox and Playstation in comparison
to the Personal Computer and states how even PCs are converting to having
interactive gaming as one of the most important aspects of it’s use. He observes that the interactive gaming
industry was the initiator for improving processing speed, graphics, and
network capacity within consoles to meet the demands of consumers and because
the major producers wanted to out produce their competition. The creation of the games for these
consoles was split into three different parts of development, publishing, and
distribution. Many times,
companies did not control all three aspects. To publish a console game, the developers would have to buy
rights from the console company to make games for them. This gives little room for new consoles
to enter the market and allows the big three to control what games are produced
and who produces them.
Not
only did these companies try to improve the experience involved with their
console, but also they worked at improving the connection of these
consoles. They not only wanted the
player to be connected with the console, but these companies wanted to connect
different players on separate consoles, creating new communities. This new connection of consoles became
possible with the integration of Internet use on the console. These new, online communities worsened
the already present digital divide in the early 2000’s. Owning a game console or personal
computer was a luxury that lower class citizens could not obtain when these
consoles were first being implemented in society.
Another
important aspect of these interactive games was the military involvement. As the technologies developed, military
began to use these interactive games in training for troops. They could use the lessons from real
war and apply them to virtually created scenarios. This strengthened the combat knowledge for our troops
without even sending them into battle.
This
book was written and published in 2003.
Many of the basic ideas that Kline hopes for the future have come
true. He foresaw the online gaming
becoming a success, but was skeptical on how much cost these producing
companies would have to invest to reach that goal. With the Internet growing in
popularity as the book was published, Kline could not have guessed how
important online aspects of gaming is today. Many games that are produced today are strictly used for
online purposes, which show how far interactive video games have evolved since
their creation.
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