Minecraft Flashcards

1
Q

what percentage of players are woman?

A

40%

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2
Q

how much money has it made?

A

$415 million as of 2020, approximately 2 billion over all.

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3
Q

how many people play it

A

Over 130 million people play Minecraft once a month in 2020

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4
Q

how many times has it been sold?

A

Minecraft has been sold in all formats over 200 million times

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5
Q

when did Microsoft buy Minecraft and how much for?

A

2014, 2.5 billion

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6
Q

social contexts- marketing

A

Youtube celebs are an example of how the nature of celebrity has changed in the digital age

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7
Q

social contexts- audience (targeting audience)

A

There is a gender dimension on how games reach audiences. Research shows woman usually discover games through friends, family and social networks. Men, on game sites, video channels and friends and family. They both do not rely on traditional advertisement, reflecting modern audiences resistance to advertisement. For a game to be popular it has to have word of mouth communication

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8
Q

social and economical contexts (how difference audiences use video games)

A

changing attitudes to sexualities and less judgement around gender expression are a reason more popular video games with customizable characters is appealing, people are less afraid to choose a gender they don’t identify as etc.
-economic growth in places like china enabled more citizens to afford devices to play games on. This is especially important for minecraft, since it offers multiple platforms

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