Game Summary

Author: videogame publisher

Intent: (re)create the "star system"

How: publishers know in advance that consumers are likely playing to "be" the star  >>  game is thus manufactured to that end  >>  player ratings, instant replay, packaging

Why: their revenues derive by repackaging information licensed from professional sports leagues  >>  sports leagues themselves are primarily beholden to advertisers and other forms of corporate support  >>  advertisers sell products using the "star system"

Consumer: primarily young males at home

Intent: "be" the star

Why: advertisers have created perceived need  >>  sports consumers see themselves as lacking (ie. size, speed, skill, etc.)  >>  sports marketing attempts to have consumer identify with athlete

Result: consumers and publishers both understand that the latter must compete on innovation  >>  historically, this has meant a progression towards realism in sports videogame titles  >>  the goal at this point in linear time, therefore, is to create a sport media experience as "real" as possible

(perhaps even hyper-real)

today's sport videogames allow one to simultaneously take the first-person visual perspective of the player, while taking the audio narrative from the television, providing a strange juxtaposition of participant and spectator sport media experiences

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