Media Format Matters: Users' Perceptions of Physical Versus Digital Games

Media Format Matters: Users' Perceptions of Physical Versus Digital Games

Media Format Matters: Users’ Perceptions of Physical versus Digital Games Jin Ha Lee, Dylan Holmes, Brooks Lobe University of Washington, Information School Mary Gates Hall, Suite 370, Seattle WA 98195 {jinhalee, aerofin, blobe}@uw.edu ABSTRACT Overall, the gradual increase in the consumption of digital Despite the rapid shift in media distribution from physical media1 seems to be a common trend. For instance, to digital formats, few studies explore what this means to according to the Digital Music Report published by IFPI users with regards to perceived values, limitations, and (International Federation of the Phonographic Industry) in experience with media. We investigate this problem, 2015, “revenues from digital music service match those specifically within the context of video games, aiming to from physical format sales for the first time” (IFPI, 2015). understand which formats game players prefer and for what Popular media predict physical formats will go obsolete due reasons, and the implications for game content providers to streaming based on factors like cost, physical limitations, and digital libraries. The findings from a survey of 1,257 and longevity as evidenced by the success of Netflix, game players showed that more respondents preferred Amazon Prime, and Hulu Plus (Laird, 2012; Pullen, 2015). digital formats over physical formats. Advocates of digital Online distribution of games via services like Steam, GOG, games typically valued accessibility and convenience, PlayStation Store, Xbox Games Store, and Nintendo eShop longevity of games free of physical damage, less need for have also resulted in an increasing use of digital games. storage, and reduced cost. Advocates of physical games Digital sales of games have reached $5.4 billion in generally valued the ability to easily retrieve, share, and September 2015, and digital console games in particular resell games, ownership and longevity of access to games, saw an increase of 29% compared to the sales data from the the paraphernalia and collectibles that came with physical same month last year (DiChristopher, 2015). games, and the aesthetic and tangible qualities of the physical object. We discuss the implications of these While we understand the radical shift in the market findings for content providers and libraries, with an dominance of digital media and the growing preference of emphasis on game preservation efforts. digital media over physical format among users, few have explored the reasons users prefer one format over the other Keywords and the benefits, limitations, and other meanings each type Video games, Media formats, Media distribution models. of format has from a user-centered perspective. Predictions from popular media tend to be based on personal opinions INTRODUCTION and speculation rather than empirical data. Which factors In the past decade, the rapid development of tools and are being considered by users when they choose to obtain technologies has resulted in significant changes in methods media in certain formats? What are users giving up when of recording, storing, distributing, and accessing media. they choose one format over the others? What are their One of the most dramatic changes is the rapid transition perceptions on new available formats and this general shift from physical to digital formats, which impacts not only the in access models? In this paper, we specifically explore way people collect and own media but also development of these questions in the context of video games. We explore different access models, including subscription and the strengths and limitations of digital versus physical streaming. This phenomenon is happening across a variety formats of video games from users' perspective, and of different media including music, film, and video games. specifically answer the following research question: Which formats do game players prefer and for what reasons, and what are the implications for game content providers and digital libraries? ASIST 2016, October 14-18, 2016, Copenhagen, Denmark. Author Retains Copyright. 1 In this context, we use “digital” as a shorthand for digital media which have no physical component and are accessible only through file transfer or streaming, and refer to digital media in physical formats (such as DVD or game cartridge) as “physical”. This information is critical for institutions that provide existence of DLC for physical games – many of which have access to media, including but not limited to public and to “check in to a game server before or even during a single academic libraries. These institutions are already player game” – blurs the line between digital and physical challenged by the advent of ebooks (Percy, 2013; Vaccaro, formats. Lee et al. (2014) discuss the implications of 2014), and streaming services of other media will inevitably digitally distributed games in the library and information affect future library service models. Users may ultimately science context, advocating for revising and restructuring dictate what limitations they will accept in exchange for the existing game metadata elements to comprehensively benefits of digital goods. Understanding what they believe describe digital games. they are giving up during this shift could be useful for A small number of papers considered the environmental organizations like libraries or other commercial media ramifications of a transition to digital games. Moore (2009) providers; it may help inform design decisions of future considers whether digital distribution is a solution to the services to compensate for these losses in some ways. rapid obsolescence of game discs, consoles, and peripherals Although the focus is on video games in this study, the and the resulting amounts of e-waste, but concludes that the findings will have implications that are applicable not only existence of DRM and a continued increase in system to the medium of video games, but to users’ perspective on requirements present obstacles. Mayers et al. (2014) physical versus digital media in general. estimated the greenhouse gas emissions of producing and distributing video games on Blu-ray discs versus internet RELATED WORKS We found a significant body of work examining the rise of downloads, and found that the former actually produces digital media formats and the business and cultural changes fewer emissions. brought about by this shift (e.g., Bockstedt et al., 2005; We found only one study directly analogous to ours. In Hayles, 2012; Mareike, 2016), albeit relatively few directly 2010, Toivonen & Sotamaa conducted a survey of Finnish examining user preferences of video game formats. We gamers’ attitudes towards the digital distribution of games. therefore must situate our findings within the broader realm Specifically, gamers were asked separate sets of questions of papers examining media formats. about PC games, console games, and browser games. The A number of studies investigated issues related to different researchers found a significant correlation between total formats in which music was distributed. An early study on hours spent playing video games and a preference for new music formats was conducted by Brown et al. (2001), digital downloads. Of the respondents who reported and found that the then-early adopters of digital music “did downloading games, over 75% identified ease of access, not appear to replace but rather to supplant conventional variety of games available, affordability, and ease of media” (p. 69) when purchasing MP3s. They also noted that purchase as reasons for downloading. Conversely, these music enthusiasts were almost all “music collectors” respondents who did not like downloading games cited ease that took pride in amassing and curating collections of of return and refunds, and concerns that their downloaded music, with some preferring the tangible objects for display games could disappear as a result of hardware or system and social exchange. Styvén (2008) found that, while failures. Additional interviews with this group showed that younger consumers as a whole favor digital music formats, they valued both the aesthetics and tangibility of physical there is significant correlation between preference for games, which gave them “a concrete feeling of ownership, physical formats and deep involvement in music as a hobby different from the one connected to digital copies” (p. 204), or passion. This reinforced earlier work suggesting that and a general sense that physical games were more reliable music listeners had greater emotional attachment to tangible and safe. Finally, those who preferred physical games were records than digital files (McCourt, 2005). Kinnally et al. focused on cataloging and displaying their games. Our goal (2008) found that the primary reason college students is to obtain insights that complement the findings of this downloaded digital music from the web was the inherent study which was focused on Finnish game players and entertainment and time-passing qualities of seeking and specifically discuss the implications in the context of library downloading the music; convenience, economic utility, and information science. information-seeking, storage utility, and social interaction STUDY DESIGN were also prominent motivators. This study is part of a larger research project aiming to A significant portion of the articles examining game collect user data as a basis for evaluating a metadata formats uses an industry format, and primarily focuses on schema and encoding schemes designed for video games

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