Minecraft: Institutions and Audiences which explores all these things in written form, with images, videos and links using your findings from the reading
Minecraft is different from other video games in many
ways. It is described as the “digital version of Lego” and its
success has grown considerably. It is “a game that’s been downloaded more
than 100m times on PCs, consoles and smartphones since its launch in 2009.” With its
reference to Lego “both are creative platforms; they are about self-expression.” Although
there are other games that let the player build things, Minecraft let’s “you
build in the first-person perspective,” for example only being able to move one
block at a time. At the same time it’s “very open-ended. It doesn’t tell you
what to build.”
The game is considered to be gender-neutral, this puts
the message across that all players are welcome and this plays a part in the game’s success.
It isn’t gender specific and this is shown by having diverse staff as many of them are women
and this reflects the equality in the game itself. Also “when you attend a Minecon event, you see just as many girls
as boys.” The
inequalities of the game result in a positive way, for example “the game’s
awkward, blocky
aesthetic” allows some users to be “less self-conscious” when playing the game.
Many of
people’s experiences when playing the game can be described as not being just
“a game to play,
it was a place to be.”
Its appeal was so effectively
spread without professional promotion, and this was down to the amount of experiences it
had with a variety of people who had a disability or not. Allowing people to
have “an escape, a safe space” to go to and enjoy their time simplisticly but yet another world. It hugely had an effect on people with disabilities,
especially people with autism. Parents shared their experiences with their
children on how they started to communicate more with their parents all because
of the impact of Minecraft. It’s “specific
value for autistic children who respond to its simple visuals, open design and
logical, interlocking systems.” Minecraft “released
an education version” that allowed “teachers
to set up classroom servers where students build scale models of their own
towns; learn about geography, agriculture, architecture and physics.” This
provided them with new skills that had a link with the world around them but
introducing these skills to them in an exciting and interesting way. For
example, adding cotton to wood created a bed on Minecraft. Another reason for
its amazing success was that “Minecraft
is up there
with Pokémon as a truly universal gaming experience”, additionally it welcomed all
genders which made its audience grow larger.
Microsoft’s
$2.5 billion takeover of Minecraft has shown to be “one of the biggest
acquisitions in gaming history” this purchase has “stunned the game’s millions
of fans.” Markus the creator had considered what the Minecraft fans would think
of him. The possibility that they may be “angry, others would feel abandoned”
and he would be “labelled a sellout, someone who’d abandoned his ideas in
exchange for a big pile of cash.”
The Microsoft
takeover inhibits the brand hugely because the co-founders have left and they were the
heart and soul of the company. “The company projected
an image of itself as a
closely knit, easygoing group of friends.” However, most employees felt this
changed dramatically
and felt “betrayed by Markus’s decision.” They felt underpaid as the “Management
has been really good at keeping wages down”, therefore most of the staff felt
“dissatisfied" with the paycheck from Mojang. There was “a shared feeling” amongst
the
staff that they were “not really seeing their fair share of Minecraft’s
astounding success.” Even though the employees went on a few trips, it was rare.
Employees
felt that their hard work “mainly benefited Markus, Jakob, and Carl.” Although
“the three founders were yet to make anyone else a shareholder in the company,”
not even the ones who were there at the very beginning. Resulting in massive
profits generated by Minecraft still went “straight into their pockets,” employees
expressed their pain especially as “Markus himself hadn’t done any actual work
on Minecraft
for over two years." All employees had to deal with “a normal salary, plus
whatever perks or bonuses" were given when Markus "felt
generous.” Overall, even though Minecraft became purchased at a huge amount, it
resulted in the hard working employees feeling betrayed and annoyed that they
loyalty over the years had not been considered when Markus kept the selling from
them and made particular employees keep quiet so he could finalise the deal.
Comments
Post a Comment