Individual Project: Analysis of 3D Online Games Development in Media

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Added on  2022/11/29

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This project delves into the evolution of 3D online games, contrasting their impossibility 20 years ago with their current feasibility. The analysis highlights the rapid advancements in technology and the media industry, including software and hardware availability, that have enabled this shift. The project also examines the feedback received from peers and a tutor, reflecting on the effectiveness of the arguments presented. The author successfully argued that the evolution of media and technology has enabled 3D online game development, which was previously impossible. The conclusion reinforces the revolutionary impact of media development, emphasizing the industry's growth and productivity through graphical content and games.
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Individual Project
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Table of Content
INTRODUCTION...........................................................................................................................3
MAIN BODY...................................................................................................................................3
Explain why you believe such a project would have been impossible for an individual to
create 20 years ago and why you think it is now possible to do so........................................3
Analyse the project you’ve created against the feedback you receive from your audience, and
have an honest reflection on your project. Have you managed to convince your audience
about your reasoning and findings?........................................................................................4
CONCLUSION................................................................................................................................5
REFERENCES................................................................................................................................6
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INTRODUCTION
Media is a strong an important part of the world in the present scenario offering numerous
services and information to the world. But as known that media is not just limited to journalism,
news, videos and articles a new element which has been added and have been a really productive
factors for media is game development. Democratic nation of media and technologies provided
rapid and continuous access to several important resources and media to number of people along
with improved user experiences. Therefore, it has been significantly very easy to develop a game
and with high quality content which is exceptional from traditional media industry. Thus, a new
project which was not possible to be developed by multi-million institution 10 to 20 years ago is
3D online games (Akpojivi, 2018).
MAIN BODY
Explain why you believe such a project would have been impossible for an individual to create
20 years ago and why you think it is now possible to do so.
Media have taken huge turns and rapid development in past decades moving from traditional
usage in journalism and video development to developing games, graphical contents and photo
realistic images. Therefore, for example a new project that is 3D online games which are
possible to develop and flourish in the present world with the help of media was not possible for
multi-million institution to construct in the past that is 10 to 20 years ago. There are several
reasons behind my opinion that it was not possible to make and develop 3D online games in the
past decades but it is a prominent industry and money generating opportunity for the present
media workers. Some of the reasons behind my opinion are as follows:
Everyone is very much aware about the drastic and rabbit change that is being taking
place in technologies and Technology industry in the present scenario. The technology
industry is a pool of number of new ideas and innovative offerings which provides to all
different industries that exist in the business environment (Bosch, Wasserman and
Chuma, 2018). A favour and a huge advantage of technologies and Technology industry
have also been provided to media. The software’s and hardware’s that are available
presently to the world and most specifically to media professionals have provided them
use opportunity to continuously explore new ideas and create different 3D online games
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for different segments of customers. With the help of new technologies and techniques
media is able to develop 3D games for adults, youngsters and even toddlers.
Another very prominent reason which contributes to my opponent that media have
flourished and the developed should opportunities for itself in the present world in
comparison to the past decades is availability of tangible as well as intangible resources.
For business to flourish or an industry to grow February sources are important and these
resources are divided in two segments that are intangible and tangible resources. The
resources which can be seen, felt and touched by individuals are tangible resources and in
concerned with media these resources are the hardware tools and equipment’s which are
developed by efficient use of technology. In the same manner as intangible resources are
just opposite of tangible resources which are only observed by human being and cannot
be touched or seen. Such intangible resources for media industry are the technical
software’s which are making it possible for 3D games developed as well as the skills of
people working on those games and their designs. In comparison to 20 years ago the
world have gone through huge revolution which has brought numerous skills and other
resources on the table from media industry to grow along with money due to changing
Trend in the world (Moreira Aguirre and et. al., 2019).
Analyse the project you’ve created against the feedback you receive from your audience, and
have an honest reflection on your project. Have you managed to convince your audience
about your reasoning and findings?
The project which I created was an example of development of 3D online games for
different age group of people with the help of media and technologies at present in comparison to
past years. The feedback which I received from my audience that is my peer group and my tutor
to whom I presented my project was highly positive and constructive. When we talk about my
peer group that is my classmates in front of whom were presented my project the feedback which
I received was positive and actually in my favour. My classmates and friends agreed with my
opinion and arguments that I presented in front of them. Also provided their construction
comments and opinions which were adding more evidence and value to the points which I
reflected in my project.
On the other hand while considering the opinion of my tutor who actually gave us the
assignment and who were present in the class while I was presenting in my project, it was
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positive and critical. My tutor guided me and provided me clear comments about all the critical
stages and steps I have gone through to create my project. At first my tutor actually appreciated
the efforts I made and put in developing the assignment. You are also appreciated my research
and presentation skills as I extracted very critical aspects and commonly known facts and
presented them in a very innovators manner in front of the class. Along with it after once I
completed my project presentation in front of the group my tutor commented on my work and
highlighted positive as well as negative aspects of all the stages which were important and
highlighting very important aspect of my work. However, on the overall basis the feedback
which I received from my audience were all positive along with a very constructive learning
presented by my tutor to me by giving and highlighting my mistakes.
CONCLUSION
From the above report and analysis conducted it is critically concluded that media I have
changed and gone through a revolutionary development which have presented numerous of
achievements as well as possible it is for the industry to grow and be more productive for the
world bye by moving from traditional areas of expertise to new one that is games and pictorial
graphical content.
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REFERENCES
Books and Journals
Akpojivi, U., 2018. Media reforms and democratization in emerging democracies of Sub-
Saharan Africa. Springer.
Bosch, T., Wasserman, H. and Chuma, W., 2018. South African activists’ use of nanomedia and
digital media in democratization conflicts. International Journal of Communication, 12,
p.18.
Moreira Aguirre, D. G. and et. al., 2019. Citizen influence in social media for democratization of
communication. Communication: Innovation & Quality, pp.207-228.
Tomaselli, K. G., 2017. Media ownership and democratization. In Media and democracy in
Africa (pp. 129-155). Routledge.
Voltmer, K. and et. al., 2019. Media, Communication and the Struggle for Democratic Change.
London: Palgrave Macmillan.
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