Technology Flashcards

1
Q

Negative consequence of technology on institutions

A

Wanting higher graphics, eg Forza 5 had 1080 graphics, but players wanted to experience game in 4k and kept asking online on websites such as twitter and on forums on Reddit, and finally Forza 6 was 4K graphics compatibility

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2
Q

Example of technological convergence

A

Playstation 4, Internet browser, music, Games

Rocket League, platforms cross over compatibility

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3
Q

Example of how distribution has changed

A

Selling copies more digitally online on websites such as Xbox live and less physical copies sold. Fifa 1988 was heavily focused in physical copies and back then there wasn’t digitally copies availability but now in 2018 digitally copies are being sold the most and less frequently with physical copies

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4
Q

Example of a video game producer are using technology for the full potential of marketing

A

Higher and more realistic graphics, eg Fifa 18 Frost Bite engine. Electronic Arts (EA)

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5
Q

Give a ways a video game producer are using technology for the full potential of distribution

A

Online digital copies, eg Steam

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6
Q

Give 1 ways a video game producer are using technology for the full potential of production

A

More better software engines, eg frostbite engine fo Fifa 2017

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7
Q

Positive consequence of technology on institutions

A

Allowing more voices by community by online sites such as reddit and on official producers sites, commenting how to improve game and giving them their own opinion

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8
Q

1 Example of of how technology has been introduced to allow a greater change in the marketing industry

A

Digital sold copies, Fifa 2018 64% sold online, compared to Fifa 1997 99% physically sold
More transparent feedback, Minecraft Mojang forums

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