Working in a video game store, I have a wide variety of customer interactions.
One of the most interesting came from a young boy, no older than 6, who walked up to our classic gaming section filled with games from the original Nintendo, Super Nintendo and Sega Genesis and simply asked, “What are these for?”
His question really got me thinking about how today’s kids will never experience adjusting the tracking to get better picture on a VCR or flipping a cassette tape over when one side is finished.
Hell, I don’t even think some freshmen here at the University experienced either of those. But I digress.
Technology is constantly changing, and it’s always nice to take a look back at where we came from before looking forward to where we’re going.
The history of technology’s past – cassette tapes, 8-tracks, Betamax, VHS tapes, video game cartridges – is being overtaken by iPods, CDs and Blu-ray discs.
However, even these popular forms of physical entertainment will soon be joining the likes of the VCR, looking into the digital future of technology.
Digital distribution particularly has been slowly increasing in popularity over the past decade. The first big push came in 2001 when Apple released the first iPod, forever changing the music industry.
Instead of spinning records or carrying around those bulky Walkman players, thousands of songs were now available on one simple device.
Looking forward, the digital revolution isn’t as far away as you may think.
Streaming services such as Netflix and Amazon Video Player are the main causes of Blockbuster’s demise. It’s more convenient to scroll through a list of movies on your couch than drive all the way to a store.
Speaking of failing brick-and-mortar shops, Borders recently closed all of its stores. Not because reading isn’t cool anymore, but thanks to the surge in popularity of eReaders.
With this recent surge of devices backing digital distribution, we’re in a weird transitional period between the “then” and the “now,” and many people are having trouble accepting what is to come.
Like many others, I like to own physical copies of my things. As an avid gamer, I take pride in showing off my collection of video games much like people fill entire rooms with books to display for guests.
While consuming things digitally is far more convenient, it takes away that sense of entitlement owners feel when they break the seal on a new game or crack open a new book.
Publishers also can’t seem to understand a fair pricing structure.
A digital version of something should not cost the same as a physical copy.
However, it’s because of this pricing dynamic that retail giants such as Walmart have threatened not to carry a specific title if a digital counterpart is cheaper, because it would cut into their bottom line.
These companies are only fighting the inevitable.
We live in a society where people want things here and now, and online retailers will soon drive away nearly all of their brick-and-mortar counterparts. Just look at what Amazon is doing to retailers.
The same goes for video games.
Valve’s online client Steam has been highly successful for PC gamers to get the latest and greatest game for a fraction of the price.
Even Sony, who’s known for overpriced, proprietary accessories, is making a big push in digital distribution with its new handheld device, the PlayStation Vita. The company is releasing games digitally the same day they are released in stores – with many titles being cheaper digitally.
The past decade introduced the world to the concept of digital distribution, and the next decade will see it take over.
It won’t be long before our kids see an old Blu-ray disc and ask what those things were for.
Adam Arinder is a 22-year-old communication studies senior from Baton Rouge. Follow him on Twitter @TDR_aarinder.
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Contact Adam Arinder at [email protected].
Press X to Not Die: Digital distribution the obvious next step for tech
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