Shea found and posted this really neat viral video MAP about what’s changed in the last 10 years. Taking from the Newsweek video we watch, this adds to all the fundamental changes we’ve seen in such a short time.
Of course, I think all these changes are fundamentally media changes, and that has shifted the way we act as humans, from divorce rates to economic growth and so forth.
Anyway, see the viral chart here: WHAT’S CHANGED THIS DECADE (1999-2009). Love to hear your thoughts on this, share your thoughts by commenting below…
Paul
ps: See you all next week. I’ll post an update in light of all these courses we’re missing, and I’ll email you a note to check the blog.
Have a great snow day.
I like the 11.4 million WoW users thrown in there. The amount of money Blizzard Entertainment generates off of charging those users a monthly fee is insane. Even though in the US and a couple other countries the monthly charge is 15.00 USD a month, its not exactly 11.5 million multiplied by 15 dollars. This is because in countries like China the subscription is roughly equal 3 or 4 American dollars. Still, It’s allowing Blizzard to develop squeals to all of their other most popular games simultaneously. That number is most likely going to drop though, considering the problems that players in China have been having. Every update has to be dissected by the government to ensure they think its alright for their citizens. Most problems come from the fact that players inside this game can communicate with players from other countries in communications based of off non Chinese servers. As we have learned tracing internet use is hard enough, so getting any of these games approved for sale in China can be a hassle. I say there will be a decline in that number because almost every year China comes a little bit closer to completely banning the game.
Anyone interested in an example of this can check out these articles:
http://kotaku.com/5467398/world-of-warcraft-facing-more-problems-in-china
http://kotaku.com/5469063/world-of-warcraft-no-growth-since-2008
– Jeff
Jeff,
Really interesting to think about WoW as a business model, and the idea of online gaming and it’s impact on media as a whole. The entire 2nd life ordeal, nad WoW are kind of like Twitter: they are new, altering, and met with a bunch of resistance. I’m not sure why, but it’s interesting to see where they go.
p.
I was trying to look for who published this…as I really didn’t know what virtual media map was and I found a site that had a bunch of these kind of things. Anyway, one by the NYTimes stood out to me cause it actually used the term Swift Boat for the new verb of 2004.
http://www.nytimes.com/interactive/2009/12/27/opinion/28opchart.html
here’s a link, sorry