Sometimes, we need to isolate ourselves to find the answers we fail to address. #random #froggy #igdaily #photoblog
One of the most enigmatic obsessions of today’s youth was their addiction on video games. This creates noise pollution as they’re fighting in front of computer and growling unnecessary words in public. It also leads the youngsters to confine his self in the virtual hubs than socializing others and learn things by reading books. However, these online games were once, an interesting thing to study. By exploring its backdrops and transitory ends, we will therefore understand how these become popularized and hence, helped out the economic state of the country.
TRANSITIONS OF VIDEO GAMES
Video Games are electronic, interactive games known for their vibrant colors, sound effects, and complex graphics (Davidson & Klasen, 2006). From today’s metallic and high-class technology of playstations, Video Games were rooted on the emergence of educational videogames down to renowned “University Games” made in laboratories and research centers (Lowood). Due to the combining efforts of exploratory studies in computer science and the early making of computers, Spacewar and Adventure were popularized by various sets of consoles. These video games were made to relieve the symptoms of post-traumatic stress disorder among the military troops by portraying the current conditions in Iraq (The Transformation of the Video Game Industry, 2008). This served 1970’s as the Golden Age of Videogames of all times. It is where the First Generation of videogames rose up to the prevailing point of commercial exploitation of video gaming.
On this Era, the consolidated usage of machines and television in a form of arcades was utilized to attract the market. Not just the youngsters but also the youth and other age brackets. These arcades can be played by installing cartridges into a game box connected by wire to a television set (Davidson & Klasen, 2006). It was the most sophisticated technological innovation that time without exact date upon discovery. It was considered as the Golden Age of Virtual Gaming by the popularity of commercialized arcades and penny-cost gaming. Until, the diversion of various arcades started their way up to make renowned ones.
1970: The Start of Arcade Video Gaming
On this period, Nolan Bushnell and Ted Daubney complete the Computer Space video game machine. One player competes in a spaceship against the machine controlling flying saucers. Despite the name, the machine does not incorporate a computer. Nutting Associates, a small arcade games manufacturer, agrees to build and market it (Polsson, 2006). However, in the year 1949, Ralph Baer, a Loral employee who was assigned to develop a television set wanted to carry out a virtual game on television screens. After a long-wait run, he was given a chance to proceeds on this dream. On the year 1965, Baer with his team and with the help of Sander’s Associates, was able to make an extensive research on the making of the first arcade video games. They used modified toy guns to distinguish the light beam on screen while playing video games (Video Game Timeline). However, this deal has been cancelled later on.
After five years, Baer with his team was given a chance to apply all of what they’ve studied for more than 5 years. They successfully wired the television and video games and make an arcade version of Steve Russel’s Spacewar. He later named it as “Computer Space”. Meanwhile, Nutting Associate bought this and hired Nolan Bushnell for its production. He also has Ted Dabney in doing this innovated mainstream (Video Game Timeline).
1971: The Birth of Galaxy Game
On the success of Computer Space, people served it as the first video arcade game worldwide with almost 1, 500 games distributed globally. However, the public demands on much easier games since the said game was complex and difficult to play (InfoPlease, 2007). This gives the way out for the Galaxy Game machine, an updated version of Spacewar, as another pervasive means of video gaming. This was made by the Stanford University in California. By 10 cents, people would now play on this newest version of arcade gaming (Polsson, 2006). This was developed as the first coin-operated video game with up to eight consoles (Buzzle, 2012).
1972: The first home video game system – Magnavox, PONG and the Founding of Atari
On April 25th of 1972, Baer issued his patent printing of “A Television Gaming Apparatus and Method”. This was the fruit of their study on the making of television set. Later on May 24th of the same year, Magnavox’s Odyssey, made its first home video game system at a convention in Burlingame, CA, and is released to the public (InfoPlease, 2007).
It was also the Era of Commercialized Arcade Videogames. It was the founded year for Bushnell and Dabney’s ATARI which derived from the Japanese game “Go”. “Atari” is equivalent to “check” in a chess game (Buzzle, 2012). Al Alcorn, renowned game creator, was hired by Atari to make video games. PONG was the first game created by the said company. From the originally word of Ping-Pong, this video game became hit for its simple consoles. On this period, Sanders and Magnavox are the best rivals in Video Game Industry. Sanders therefore let Bushnell to test the competitor’s products and therefore, conclude the latter, that the said game was no-match on their Computer Space.
Out of these major occurrences in Video Gaming Industry, the commonalities end on their marketing and sales. Since the first video arcade was launched globally and then later, succeed on its stand, the industry became more observant on the public demands, needs and wants during this time. However, due to negative feedbacks brought by in the complexity of the Arcade version of Spacewar, Baer had lost its trustees leading to Baer’s successful years in Magnavox Odyssey.
On the last two years, the issues raised upon pertaining to the market’s satisfaction than the quality of high-end videogames.
(2007). Retrieved February 22, 2013, from InfoPlease: http://www.infoplease.com/spot/gamestimeline1.html
(2012). Retrieved February 22, 2013, from Buzzle: http://www.buzzle.com/articles/history-and-timeline-of-video-games.html
Davidson, T., & Klasen, M. (2006). Video Games.
Lowood, H. (n.d.). Videogames in Computer Space: The Complex History of Pong.
Polsson, K. (2006). Retrieved February 22, 2013, from VidGame: http://vidgame.info/arcade/
The Transformation of the Video Game Industry. (2008, July 16).
Video Game Timeline. (n.d.). Retrieved February 22, 2013, from http://library.thinkquest.org/04oct/00928/buttons/interactive/timeline1.swf
“… technology has not only mediated communication in countless ways, but … the very ways we communicate – and even the ways we talk and think about communication—are changing as a result.”
Social Networking, the “Third Place”, and the Evolution of Communication, 2007 The New Media Consortium
Most of people today have their own Virtual place where they can manipulate their identities, personalities and any information about them. Also, these virtual hubs have been part of everyone’s lifestyle where they can befriend others, stalk their loved ones, search for newest trends outside their bounds, and looking for the right and fittest venue for their own drudgery. Due to this, the demand to the newest technological innovations keeps on mounting up for people’s satisfaction. However, these demands are still varied on one’s preferences.
Nowadays, Social Networking Sites are linked to this new-found term which is Social Networking Services. From various social networking we typically use, brings into online services that are diverted into various platforms of Social Media. Social Networking Services, according to Wikipedia, “are online service, platform, or site that focuses on facilitating the building of social networks or social relations among people who, for example, share interests, activities, backgrounds, or real-life connections. A social network service consists of a representation of each user (often a profile), his/her social links, and a variety of additional services…Online community services are sometimes considered as a social network service, though in a broader sense, social network service usually means an individual-centered service whereas online community services are group-centered” (Wikipedia). This means that the common SNS we ought to know are meant just to signify a certain venue where we utilize its given contents, usage and widgets while Social Networking Services are the role of these sites. Thus clinging to its sense, this term was just a redefined one and not exactly a new terminology to take.
Social Networking Services look for its withstanding point for the sake of having a continual support from their various markets. Due to this, many industries looking for new innovations that will attract bored stiff netizens out of the bowline. There are SNS used to file-up your documents and therefore utilize its program interact your friends such as Yahoo! and Google; share your stories with pictures like Flickr, Photobucket, and Instagram; create your virtual diaries via Tumblr, Wordpress, and Blogger; while some are used solely for debatable means, to just answer questions of those inquisitive minds, be part of massive surveys or reject others opinions like Quora, Yahoo Answers, BuzzDash, PollPub, and SodaHead, my preferred online community.
SodaHead is one of the newest Social Networking Services loved by netizens yet intrigued by most of their critics. Out of hundred socially-made SNS worldwide, SodaHead make its way out to its outstanding stand. It is an online community that provides updates from US news program such as FoxNews, ESPN, ABC News, Good Morning America, LA Times, Warner Brothers Television and any other class media entities (Crunchbase). SodaHead serves as a venue for people not just to be informed but to give their thoughts into daily issues. Like other online sites, SodaHead users are able to extend their networks by its featured widgets into their various Social Networking Sites. Hence, instead of having subscribers, SodaHead are more focused on getting the massive polls on the issues from various Social Networking Sites, politics, showbiz, and other Social concerns.
ABOUT THE SITE
SodaHead was founded on July 4, 2006 (Wikipedia). It was located at Encino, California, United States (Wikipedia). Founded by Jason Feffer with his childhood friend Michael Glazer, former executives of MySpace, SodaHead was perceived as another commercialized site used primarily on advertising such higher-ends companies. With the help Mohr Davidow Ventures, Mission Ventures, Tech Coast Angels, and Ron Conway, SodaHead was funded from $4.25 million up to $8.4 million series B investment in 2008 (Schonfeld, 2008) and run its program to the most of opinionated netizens through series of funding program. This got 1,300,000 members, 12 million comments, 8 million votes as for September 2007 (PRNewswire) and about 2.3 million users in December of 2008, as stated in the study of comScore (Eldon, 2009). Due to this, rivalry between Yahoo! Answers was inclined. Yet, according to Glazer, Yahoo! Answers is not a conversation-focused unlike their site. SodaHead, according to him, is like the famous Facebook which is most used on the common market (Eldon, 2009).
This is an enticing online site, more likely to markets that are opinionated to daily happenings. Opinions are not mere facts but of pure biases responding to certain matters. This opinion-poll community is not meant only for debatable means, but another platform where people can share their thoughts, answers on leading polls, and asks questions as well. Though commonly used on other prevailing Social Networking Sites, SodaHead had been famous due to its “social” aspect where people’s vote will be counted and seen on their own profiles. According to Feffer on his interview, “…We created SodaHead to make every vote count—not because of the numbers, but because of the social aspect. It brings the social element, the track record—all of the things that the web can bring—which polling leaves behind” (SocialTech). In this case, votes from polls are not made just for fun or for corporate popularity. In fact, SodaHead bring-up their research study by having a massive polling, randomly. Through this, votes from SodaHeads (users of the said site) are counted to further studies also, depending on their expertise on the said issues being posted. In this site, users can state the level of their expertise on a certain topic raised upon, their religiosity, and other affiliated fields that make him more reliable on his answers. This brings a place for various niches.
Traffic Analytics of sodahead.com
Based on the study of comScore Inc., SodaHead has it’s 1.2 million Total Unique Visitors in May of 2008 while as year of 2012, it creates more than 400, 000 traffics globally (Crunchbase).
Demographics of SodaHeads (users of sodahead.com)
TRAFFIC FOR JAN 20, 2013 - FEB 18, 2013
According to the study of Quantast, Online traffic came from web browsers on computers ,laptops, desktops and the likes while Mobile Web traffic came from web browsers on mobile devices, and not on the various mobile applications (Quantcast).
The must-know things in sodahead.com
In SodaHead, people can make their own polls to know what people might say, their opinions on your preferred topics, and even private questions to be posted randomly. Likewise, like virtual games, SodaHead classify their users with their rendered points through dailies, weeklies, and monthly posts, log-in’s, gilling out your profile, receiving and sending notes, comments, shares, joining into various groups, connecting into other Social Media platforms, and even the counts of your notifications are counted. These will lead the users into respective levels that will surely boost one’s confidence like:
14. Spin Doctor
19. Chief Opinionator
20. Sodahead Guru
However, this site is also keen to their clients and subscribers. They have specific regulations listed on their website such as their own “User’s Code of Conduct”.
Social Networking Services, according to a study of Richter and Koch, have its six (6) basic functions. These are:
(1) Identity Management – the availability of one’s (users or company itself) information;
(2) Expert Finding – the critical takings of expert research to a context;
(3) Context Awareness – the awareness of common context to the ordinary people;
(4) Contact Management – the combination of all the functionalities of personal network;
(5) Network Awareness – the awareness of the activities of the consumers on their networks; and
(6) Exchange – the exchange information directly or indirectly (Koch, 2008).
These functions rooted my analysis on this Social Networking Site.
SodaHead on its meaning was still obscured to its users and for others who are keen with the foundations of corporate names. The founders and makers of this site were not really open for the making of SodaHead, thematically. Thus, its contents were identified as anchored to its battlecry “Opinions…Everybody’s got one”. At this point, the meaning of “SodaHead” reflects as for a bubbling mind that pops an inquisitive thought of one’s self.
SodaHead is prior for project-based content. Instead of being monitored to some research studies, it is a research medium that collects data to confer results into infographic images rather than figures and words. At this point, this site attracts more investors and clients prior for research studies by having the survey-type polling as its special features. For this, SodaHead became appealing to most of the product-based companies to gather public opinions on their purchased products as well as on the state of running electoral bodies and individuals on the coming elections. According to Cracked.com, SodaHead hit into 9 million scores with the topics pertaining Obama’s candidacy; topics like “Is Obama a socialist?” and “Will Obama ruin America?”. This greatly affects on the perception of public at large by having the major votes of mass.
This site was made as combination of opinion-based online community and socially-focused medium virtually. Yet, being biased to such topics, SodaHead reflects more on opinions rather than facts. Thus, having the sense of truth coming from news reports from various class media companies make this site away from its portrayed image.
SodaHead, like the common Online Sites connects its users to other renowned and most used Social Media such as Facebook and Twitter. Thus, expanding its effort to touch the bloggers’ opinions, SodaHead therefore used to collaborate with Wordpress. This act will surely get the attention of bloggers that are often, have lots of things to say, issues to critique, and drudgeries to share among ordinary and average netizens. However, this site does not risk their users to socially connect to various mediums like YouTube, Reddit, Tumblr, and any other common sites unless not ranked as “popular” into markets.
In terms of networking, SodaHead got a perfect score if we’re talking on its information-based content. Personally, I have my own account on this site yet, only interesting information coming from popular US news program is what I usually read on. It has a total access on news while most of its contents are merely about on opinion polling. This make SodaHead as boring stuff for common minds yet favorable for intellectuals due to highfaluting patterns. Networking in here was rarely seen.
As means o exchanging thoughts, SodaHead gives-off the most of it to the public. It actively unites its users by having their opinions be seen and trigger other’s thirsty minds. Moreover, this site involves all its readers, viewers, and members to impart their selves by having catchy and striking must-heads.
This site has a great impact in all aspect. SodaHead gathers massive polls that surely affects on the way how people think on the status quo comprises on its featured issues. This might control the people’s way of thinking by portraying what are the constructive “truth” on the majority of the population.
Another is the emotional and mental effects of opinions on one’s self. Since it is opinion-based online community, people would rather think they are always right, substituting their own construction of reality, proving it right, and adhere their stands publicly. This convey on the issues of religiosity, genderlect, maturity, and races.
Politically, SodaHead is the starting point to think whom we trusted who in terms of governance (and even the way of selecting righteous perception towards certain issues). On economic concerns, this impart the greatest confidence on other entities who would like to run a business, schools, establishments and the likes by garnering all the people’s choice given in the said online site. And lastly, people will be socially perceptive on things. If you are a people person buddy, then you better find like this SodaHead to further meet people willing to talk interesting things under the sun.
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(n.d.). Retrieved February 20, 2013, from Wikipedia: http://en.wikipedia.org/wiki/SodaHead.com
(n.d.). Retrieved February 19, 2013, from SocialTech: http://www.socaltech.com/interview_with_jason_feffer__founder__sodahead/s-0008088.html
(n.d.). Retrieved February 19, 2013, from WebStats: http://www.webstatsdomain.com/domains/www.sodahead.com/#mark_12
(n.d.). Retrieved February 19, 2013, from http://techcrunch.com/2008/06/25/polling-startup-sodahead-raises-84-million/
(n.d.). Retrieved February 19, 2013, from Quantcast: http://www.quantcast.com/sodahead.com
(n.d.). Retrieved February 19, 2013, from Wikipedia: http://en.wikipedia.org/wiki/Social_networking_service
Eldon, E. (2009, 11 February). Retrieved February 19, 2013, from http://venturebeat.com/2009/02/11/sodahead-grows-from-polls-to-conversations/
Koch, A. R. (2008). Functions of Social Networking Services. Heisenberg, Neubiberg, Germany.
PRNewswire. (n.d.). Retrieved February 20, 2013, from http://www.prnewswire.com/news-releases/sodahead-expands-social-newspaper-reach-by-adding-key-networking-integrations-62135932.html
Schonfeld, E. (2008, June 25). Retrieved February 19, 2013, from TechCrunch: http://techcrunch.com/2008/06/25/polling-startup-sodahead-raises-84-million/