Wednesday, February 8, 2023

Blog Post #8: The Diffusion of Innovations Theory and Modern Video Game Promotion

The Diffusion of Innovations Theory discusses how different forms of technology have emerged and changed over time, often through the widespread use over time throughout a population or certain group of people. The theory helps to illustrate how more people in a society become more used to an invention or innovation, and how many people join the majority in getting the new invention or innovation. For example, our smartphones are consistently getting re-releases and upgrades, which pushes more people to buy newer versions or models of their current smartphone. Games can also be analyzed under The Diffusion of Innovations Theory in the same way, as innovations and changes within the industry occur all the time.

In analyzing video games under the theory, I want to focus on the 2010s era of video games, where the internet started to become more mainstream and many people were able to contact one another globally. New games that still hold up today, such as Minecraft, were introduced to the world in the 2010s. As more people got smartphones, mobile gaming was easily accessible, as people with phones could now bring games with them on the go. More modern consoles that were higher in processing power were created, and games overall looked better and had way more improvements than before. E-Sports was coming to the forefront in the minds of gamers everywhere, as more citywide teams were developed to compete nationally and globally.

Some notable pioneers of the Game Industry at the time would be Reggie Fils-Aime, former Nintendo of America president, who largely changed how Nintendo was viewed in a positive light throughout his time as the CEO. He took a modern approach to Nintendo's appeal in the eyes of the public, as well as helping to innovate new ways to play and enjoy Nintendo games, especially during a time when Nintendo was viewed only as a company making video games for kids. During E3 2014, Nintendo teamed up with Robot Chicken to create skits based on the Nintendo characters during the event, an unexpected action by Nintendo at the time.

A short video compilation on all of the E3 2014 Robot Chicken skits.

A big movement for the growth in video games was bolstered by the easy access to the internet and online gaming, another reason why E-Sports was on the rise. As more people gained access to the internet, more video games offered great support options to be able to play with their friends and other players on a global scale. More countries are starting to integrate internet, and as a result, are introducing more people to game culture as a whole.

In comparing video games to the Diffusion of Innovations Theory, the Innovators of the industry are mainly people who pioneered the use of internet and online gaming within the industry. Many good games came out during this time, as well as new iterations of the consoles, with Nintendo, Sony, and Microsoft coming out with the Wii U in 2012, and the PlayStation and Xbox One releasing in 2013, respectively. The Early Adopters would be composed of people who did not own video games, and wanted to become a part of the culture. Early and Late Majority would likely be the long-term consumers of video games that were engaged in video games and may not have had the means to purchase a new console at the time. The Laggards are likely people who are not interested in video games, however, the people in this group most likely started to play video games during COVID, especially after the release of the Nintendo Switch in 2017.

Some negative effects of a world full of games are that it can be hard to find a balance between work and play. Especially for people who enjoy games as a hobby, it can be hard to make time to play video games. On the opposite spectrum, some people can spend plenty of time in front of a stream which can lead to long-term health effects if there is a severe lack of exercise. Also, some tech developers try to innovate too quickly, part of the reason I am so adverse to VR in some aspects.

Overall, video games have cemented themselves as a favorite, still-growing pastime of many people around the world, as it leads to connections formed and stories to be experienced among many people, even becoming a recognized sport with millions of viewers a year. The use of video games continue to grow in access, enabling people with disabilities to play with adaptive controllers, and the games industry is becoming more focused on accessibility in gaming so many people with different characteristics can play to what's comfortable and challenging for them.

Sunday, February 5, 2023

Blog Post #7: Each One Teach One Review #1 - Technology Presentations


The technology presentations we conducted in class informed me on the origins of different technologies that I was not familiar with before. I enjoyed all of our presentations, as well as hearing how many of the different platforms and modern day inventions gotten their start. Out of all of the ones we discussed, I want to talk about the effects that YouTube and podcasts have had on our society in terms of the spread of information to many people at one time or various times.

Personally, I use YouTube almost, if not, everyday, whether it's for listening to music or watching videos on my interests and recent news in the Games Industry. I follow Nintendo, PlayStation, and independent news outlets that cover the latest information in gaming, from game and accessory reviews to convention coverage, and even game developer interviews. YouTube has been a good platform for me to use as it is easily accessible for millions of people to find relevant news, funny videos, educational content, and entertainment media for whatever purposes people need. YouTube's systems, albeit imperfect, enable users who create channels to upload their content to the platform for free. It is a good way to spread information to others, however, not all of the videos on YouTube are age-appropriate nor content-appropriate for younger ages. Also, many verified streamers and content creators often claim having difficult issues with YouTube's monetization rules, often one of the primary ways these content creators are earning their money if they are not working a job other than YouTube. The platform, being free to use, covers a variety of topics from news to fashion, and from sports and fitness to technology and gaming. The content is very open to all users to publish their personal works to show off their creativity or to get others to laugh at funny videos.


I was interested in the discussion of podcasts, because I don't listen to the radio that frequently. Podcasts allow people to come on talk shows and voice their opinions on a topic, as well as providing a steady platform to record and replay messages from people over a matter of time. I enjoy podcasts, whenever I have a chance to listen to them, for the variety in topics and diverse opinions, especially in an age where a lot of our media comes from mainstream, potentially biased and skewed sources. During my freshman year, I listened to a podcast series titled "Dolly Parton's America", where the host of the podcast had a chance to interview Dolly Parton and what inspired her to create her songs that are well known throughout the country. Podcasts cover a variety of topics that fit a person's specific interest, and I am glad that podcasts are such an open-ended form of getting the news or word out. In a way, if the concept of "universal" open-ended speech was truly carried out within our site, podcasts would truly feel like the exercise of the First Amendment right, just by allowing these podcast creators to voice their opinions in a respectful, constructive manner.

I found a great link to a website listing suggested podcasts to listen to during this year. As I browsed through the summaries, a few titles caught my eye. I noticed how different and varied each topic was, from an analysis of African-American history in the form of a podcast on the Green Book, to a few that interviewed different true crime cases, especially some absurd ones. I also found one on The New York Times' website where Dr. Nikole Hannah-Jones speaks about the facts of her book, The 1619 Project, in a podcast. The varied topics that people can cover is a testament to how diverse podcasts are and will continue to be over the years.

Looking at how these two major forms of communication are used in our daily lives, I think about how YouTube and podcasts enable people to spread their views, both good and bad, that can reach globally with our current technology. A big downside to these forms of technology are the negative views that can lead to discrimination and disrespect towards members of marginalized groups. Although these views are not protected by the First Amendment, based on what we learned in class, people who choose to spread views not agreeable with the majority still gain support in some ways. However, these same sources of media can be used to spread positive messages and open-ended ideas enabling listeners and viewers to reflect on their actions and their personal response to the topic in conversation. Personally, I want to learn how to better use and verify my sources, as well as gaining diverse opinions on global topics, and what I can do to exercise my free rights in order to change things.

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