Many American markets today are filled with apathetic consumers who demonstrate a lack of concern for authenticity and originality. “ Consumerism is built on building blocks laid down in industrial modernity: progress, designed obsolescence, dismissal of the past unless rendered as nostalgia, a utopian sheen projected onto technology, commodity and product.” (Neimeyer, 212) Nostalgia is this utopian sheen, which almost all consumers seem to prefer above overt realism.The environment for resale value has never been better. Speculative merchandising, including DLC sales and crowdfunding campaigns, is a product of this constant demand for intellectual material. Originally, a product was only sold once it had reached completion, but not even that is required any more. Especially in the gaming industry, things are sold before they are completed and consumers often pay full price for products that may be incomplete or dysfunctional. It is not recommended for companies to release …show more content…
The willingness for rapid reproduction comes from the culture of participatory fandoms. People become enthralled with specific franchises and cinematic universes, and wait hungrily for any form of iteration of their favorite one. There are many different ways in which people participate and cooperate with each other through fandoms. Some people may join facebook groups or online message boards and threads that relate to their favorite media. Some people may even go as far as reaching out to the people who develope their favorite franchises and ask for more if they feel they are being neglected. There is high demand for repetitive releases that cater specifically to nostalgic advertising. A shorter release gap and high demand on means one thing, the potential for monetary success in a market with this many dedicated consumers is
In America, the average consumers who are active moviegoers will go to a theater and see the next sequel to a movie that has media convergence for example The Fast and the Furious franchise that is well known in America from 2001 of the first movie to now with its latest production. The media convergence of the franchise should have its own clothing brand, spin off show, more characters added, and more racing scenes because it will improve the gross of ticket sales that the consumers would love to see out of the movie. Having this convergence of media for the consumer can increase the ticket sales for this movie and get more consumers to see it who have not already seen this production. It is not too late to have this franchise do more of media
Video games are an ever-growing franchise that is constantly undergoing change. Ever since the dawn of video games, new consoles, games, developers, and teams have come together, fallen apart, triumphed, and failed. What is it that has allowed some to thrive where others failed? Several different factors have changed and influenced the world of gaming, including the history that is continuously being written, the people who have built the games behind the scenes, and, of course, the actual video games themselves. Numerous video games have been more successful than others, but identifying what components set the successful apart from the unsuccessful is something definitely worth observing.
The mainstream gamer enjoys games but may not finish every game they buy and doesn't have time for long MMO (Massive Multiplayer Online) quests. The mainstream gamer represents approx. 15% of the gaming market.
Video games are progressively becoming a crucial medium today, despite the light connotation of its initial categorization. Today they are a business that produces billions of dollars and employs engineers and artists alike in an art form connecting interactive games, to virtual societies where millions of people dwell. However, like all human products, our same emotion, flaws and injustice show in the games, with the impression of hatred, racism and stereotypes that are our everyday background. What are the creators of these video games real intentions in the desire they produce in the human?
Tom Bissell presents an article in 2010, to college students of which is “Why Video Games Matter.” Bissell isn’t intending for the argument to be about video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting home and popping it in the console, disregarding everything else that is happening in the vicinity.
The MCU has had success ever since their first film Iron Man debuted in 2008. The popularity of MCU has grown after the release of many films and will probably continue to grow for a while. Even the Hasbro toy line has been a great success in the toy industry since 2009 with over 50 waves of toys produced. The profit continues to grow after the company, Disney bought and claimed right to Marvel. New toy lines have been developed to connect and promote their Disney Infinity video game. Even so, the demand for Marvel clothing has also increased after the popularity of the Marvel films. Many online stores such as Amazon and Collector Corps have made successful gains from selling and shipping Marvel tees, shirts and other types of clothing. The popularity is increased even more by the popular graphic clothing that seems to be in fashion for the young teens. Even comic books, the inspiration for the films have increased in popularity. People watch the films and gets interested with the content within the film. Although when the film ends, so does the content, and the viewer must wait for the next film to debut. However, comic books provide the content that the movie was based on. Some books even base its’ plot and characters from the film. People get interested in the comics because of how successful the film was. Making an increase in profit of physical and online copies of Marvel comic books. Therefore, Marvel
For some, material possessions offer quality beyond physical form; they provide remembrance of past experiences and emotional connections, all holding value considerably higher than the devices intended use. As a result, these same individuals will often seek garage sales, auctions, and antique stores in favor of generic department stores, as the prior provide assurance that the items of purchase keep a deep, resounding history. The acquisition of the articles delivers not only serviceable use, but also an association with the prior owner, thereby yielding a social merit that is well worth the expense. “AllMyLifeForSale.com” is a prime example of merchandising articles not solely based on physical purpose, as similar websites such as EBay,
It can very difficult to make a good sequel to a recent blockbuster movie. How likely is it that lightning will strike twice, not very. Creating an all new epsiodic event for you already established characters can be daungting and redundant. These icons have proven themselves to be heoroes in the viewers eyes and writers have to raise the bar even further to coerce moviegoers to part with their entertainment bucks.
Introduction: Hello ladies and gentlemen. Today I have the honor of introducing a man who has influenced the lives of many through the questionable art form of video games. Originally, it was not Dan Houser’s intention to become a game designer, but over time he became fascinated with storytelling. Dan’s brother, Sam, was working for a music label that was trying to branch out into games, and Dan was allowed to join. Eventually their game, Grand Theft Auto, was released. The sales were marginally good, but the label lost too much money and decided to sell
Most economists would argue that board games are susceptible to the same market crash that bankrupted the Marvel (and the rest of the comic industry) in 1996, due to their collectability and niche fan base. Lennon offers up an example of definition for success in the market place. As with a successful board game the defining factor is of course sales of the game. This spot has actually been dominated by the same
While “fans tend to treasure the original trilogy as a nostalgic relic of childhood” (Brooker, 221) these fans, with their creativity and passion, have helped to keep this unique universe alive well after the movies finished showing in movie theaters. These passionate followers of Star Wars, with their realistic costumes, creative film endeavors and memorabilia collecting have allowed a once struggling film director and his universe become a multi-billion dollar company we know today as
Traditionally, the topic of fans and fandom has been well researched throughout popular culture media. Various studies have been conducted to discover the relationship between constructed popular media and its impact on society and the concept of fans and fandom represent a positive relationship between the two. The positive relationship, between fans and popular culture, can be examined through the work of Bourdieu whom uncovered how culture distinctions are classed in nature in order to legitimize a class hierarchy (Gray & Murray, 2016, p.358). To make popular media exclusive, researcher Stuart Hall (1999) discovered that the creators of popular media encoded their own beliefs, values, norms and/or experiences into the media content that
Just as I predicted the downfall of 3D films in 2015, I predict that the major success of franchise films will eventually wither away for a good while. Why? A good thing can only last so long before people get tired of it. Do you love pizza? Of course you do. Would you love to work at a pizza place where you get to eat pizza all the time? Hell yeah you would. But after a few months you
Video games in today’s society have become very popular. Every new game that comes out to be played and conquered by the average gamer has its own category. There are several other types of genres of games that people play but because of big hit titles and the new popular game systems like the Xbox 360 and Playstation 3, people become more interested in a game that is well known than a game they have never even heard of before. Every game has its own storyline and own way of how it unfolds and where the game ends according to game play. Some of the biggest reasons people sway to certain genres of games is because of the game titles released under them and the demand of people who want a good game under that category. The top three most
Super Mario Bros, Doom, BloodRayne, and Mortal Kombat. These are all great, classic, or memorable video games in their own right, but their silver screen counterparts? Not so much. Why though? Why is it that video games can not translate into the same box office success that has been experienced by comic books and novels since the early 2000s? I have identified four crucial reasons why video games will never see the same commercial success as other mediums have: video games are not respected as an art form, Hollywood does not understand gaming, video games are difficult to translate from an interactive to non-interactive medium, and unqualified directors, who are unfamiliar with both video games and the source material from which they are adapting from.