C1 gaming

 18th September 2024          

video games

LO: to explore the context and history of video games 

do now:

1) magazine, shows, movies, newspaper, games, posters, advertisements, radio, music videos 

2) internet, shops, tv, billboards, phone, cinema, computer


1970's:  video games reach mass audiences through coin-operated arcade games and at home consoles. e.g. atari introduces home version of pong

1980's: video-game arcades reach their heyday as home consoles -led by nintendo- begins to take sway .e.g. Mario is introduced as jump-man in donkey kong and the first legend of Zelda was released 

1990's: console wars heat up and computer game makers begin to explore the possibility of playing on the internet .e.g. sonic was introduced and Sony released the first playstation in the US

2000's: online play whether console or computer comes to fore .e.g. the first Sims is released and phone games like angry birds shake up the industry 

2010's: the smart phone puts a gaming computer in almost everyones pocket, while online video streaming fuels the growth of esports .e.g. the last of us and Minecraft are introduced. 


uses and gratification: created by Katz and Blumler and the theory states an audience will do one of four things with media: personal identity, information, entertainment, social interaction. 

P : personal identity

I : information

E : entertainment

S : social interaction 

baseline test 

explain why audiences play video games. refer to the uses and gratifications theory in your response 

audiences play video games for one of four reasons either they feel; personal identity with the character, they get information out of it, they get entertainment out of it or they use them for social interaction. For example many people games like sonic or Mario brothers for the two player option so they can play with other family members or friends this is social interaction. On another hand people play the Sims as they could see themselves in the characters they make and can map out a life they wish to lead, this is personal identity. Again people play games like call of duty for entertainment purposes having the thrill of the kill without hurting anyone. Then finally people play online chess to expand their intelligence by either playing against others or AI. As a result many video games are used for different purposes and this shows why audiences play so many video-games this argument is taken from Blumler and Katz theory on audiences. 

18/9- Excellent understanding of the theory and application. T: 2. more application of the theory to a specific text. 3. try to build an argument to respond to the question in more depth.

i must try research some games to prove my points and build my argument. 



September 25th 2024

case study: Fortnite

lo:  to research the case study and explore the context of video games

do now! 

1) PIES Y

2) personal identity Y

3) information Y

4) entertainment Y

5) social interaction  Y



1) desktops, phones, tablets, arcade games, hand held devices, DS 

2) they are handheld and can be taken just about anywhere

3) it has expanded due to the increased amount of ways and games to play

4) from advertising during game breaks

5) can make them more real and better quality 


augmented reality: a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view. 

only 45% of women play video games compared to men 55% 


case study questions:

1) produced by epic games

2) seven years

3) daily they make roughly $2,739,726 (5.63 billion in revenue) 

4) first-party games like Fortnite Battle Royale, LEGO® Fortnite, Rocket Racing, and Fortnite Festival, as well as creator-made experiences.

5) the story is a group of Factions attempting to gain control of the Zero Point and effect 'the Loop

6) Fortnite is a survival game

7) it appears on all platforms

8) its connected to a worldwide server

9) easy game play, broad appeal, freedom of customisation 

10) it includes entertainment purposes 


1) started in parents house by tim Sweeney 

2) in 2014 unreal engine was made most successful video game by guiness world record

3) a Chinese developer bought 42% of stake in 2012



Wednesday 2nd October 2024

exploring context

lo: to explore the context of video games 

question: do violent videogames make people more violent

do now

1) epic-games

2) 1991

3) survival game /build/ gun/ battle

4) p: personal identity

    i: information

    e: entertainment

    s: social interaction

5) augmented reality: where technological images are put into a gamers real world


prince harry: prince harry believes Fortnite is "addictive" and made "to keep you in-front of a computer screen" that it "should be banned" these are his main points however, i'm undecided with this, if Fortnite is being targeted why are we not looking at other more graphic games. however there is now a clinical condition of gaming disorder. they shouldn't be banned but people should take more responsibility to how long they spend on games and get help if its too much. 


healthcare triage: the man said there are "no link between violence and videogames" and that "videogames made children more calmer during frustrating times" then he said "however violent videogames make violent thoughts like sad books making sad thoughts" i believe this is true, violent videogames make voilent thoughts but no one will act upon them the same with crime shows and people, sure they get the information but wont go out to commit those same crimes. 


media insider: albert bandura put three to six year old in a room and shown them a video of a bo-bo doll being beaten by adults, the children then copied these actions identically this is the copycat theory. then you have climbing videos that could have been introduced by assassins creed a videogame that could be a copycat. i agree with the fact media has an impact on behaviour and how we act but many people use common sense to not do something outlandish. 


do videogames create violence? 

that is an opinion, i however am undecided videogames can cause violence and heres how. Albert Bandura got a handful of children all three to six years old, he sat them infront of a screen and showed them a video of a man beating up a bobo doll and in turn the children followed. this is the copycat theory. 



Wednesday 9th October 2024

regulation

lo: explore how videogames are regulated

DO NOW!

1) albert bandura 

2) they make people violent

3) they're addictive

4) the audience has expanded

5) ads



PEGI regulates game age ratings


:  is considered suitable for all age groups. The game doesn't contain any sounds or pictures that are likely to frighten young children. A very mild form of violence (in a comical context or a childlike setting) is acceptable. No bad language should be heard.

: has scenes or sounds that can possibly be frightening to younger children. Very mild forms of violence (implied, non-detailed, or non-realistic violence) are acceptable.


 : games that show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild.

: when the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. The use of bad language can be more extreme, while the use of tobacco, alcohol or illegal drugs can also be present.

 : is applied when the level of violence reaches a stage where it becomes a depiction of gross violence, apparently motiveless killing, or violence towards defenceless characters. The glamorisation of the use of illegal drugs and of the simulation of gambling, and explicit sexual activity. 


The PEGI content descriptors

Violence

VIOLENCE

The game contains depictions of violence. In games rated PEGI 7 this can only be non-realistic or non-detailed violence. Games rated PEGI 12 can include violence in a fantasy environment or non-realistic violence towards human-like characters, whereas games rated PEGI 16 or 18 have increasingly more realistic-looking violence.​

Bad Language

BAD LANGUAGE

The game contains bad language. This descriptor can be found on games with a PEGI 12 (mild swearing), PEGI 16 (e.g. sexual expletives or blasphemy) or PEGI 18 rating (e.g. sexual expletives or blasphemy).

Fear

FEAR / HORROR

This descriptor may appear as 'Fear' on games with a PEGI 7 if it contains pictures or sounds that may be frightening or scary to young children, or as 'Horror' on higher-rated games that contain moderate (PEGI 12) or intense and sustained (PEGI 16) horror sequences or disturbing images (not necessarily including violent content).

Gambling

GAMBLING

The game contains elements that encourage or teach gambling. These simulations of gambling refer to games of chance that are normally carried out in casinos or gambling halls. Some older titles can be found with PEGI 12 or PEGI 16, but PEGI changed the criteria for this classification in 2020, which made that new games with this sort of content are always PEGI 18.

Sex

SEX

This content descriptor can accompany a PEGI 12 rating if the game includes sexual posturing or innuendo, a PEGI 16 rating if there is erotic nudity or sexual intercourse without visible genitals or a PEGI 18 rating if there is explicit sexual activity in the game. Depictions of nudity in a non-sexual context do not require a specific age rating, and this descriptor would not be necessary.

Drugs

DRUGS

The game refers to or depicts the use of illegal drugs, alcohol or tobacco. Games with this content descriptor are always PEGI 16 or PEGI 18.

Discrimination

DISCRIMINATION

The game contains depictions of ethnic, religious, nationalistic or other stereotypes likely to encourage hatred. This content is always restricted to a PEGI 18 rating (and likely to infringe national criminal laws).

In-game Purchases

IN-GAME PURCHASES

The game offers players the option to purchase digital goods or services with real-world currency. Such purchases include additional content (bonus levels, outfits, surprise items, music), but also upgrades (e.g. to disable ads), subscriptions to updates, virtual coins and other forms of in-game currency.




how is the videogame industry regulated?

PEGI is the European game rating industry ranging from 3-18. to reach a three you need no bad language or sexual innuendos, only funny cartoon violence and no scary imagery. Fortnite is a twelve as the violence isn't outright graphic yet its still involving character death, there is no swearing or sexual content so its not a sixteen or eighteen. the violence however isn't suitable for anyone under twelve according to PEGI. 


technology

technological convergence: can play from any device from anywhere without effecting gameplay


cross media convergence: you can see games or movies or shows on different platforms.e.g. videogame play on youtube. 


collaborations: lego, john wick, stranger things, star wars

synergy: collaboration of media products or services to promote one another
 




Wednesday 16th October 2024

how do videogames make money?

lo: to explore how the gaming industry is funded

do now! 

1) PEGI

2) technological convergence: can play from any device from anywhere without effecting gameplay

3) cross media convergence: you can see games or movies or shows on different platforms.e.g. videogame play on youtube. 

4) synergy: collaboration of media products or services to promote one another

5) 12 as it isn't realistic violence but it is killing people

exam question: 

convergence is benefiting the brand Fortnite by being able to be played across many medias like phones or laptops or tablets. this is a benefit because expanding gameplay to any device can increase your amount of gamers playing which in turn creates more money. another way convergence benefits Fortnite is  platform switching, say your playing on a pc at home when you get told you need to leave to go somewhere, while in the car you can play Fortnite again with a handheld device which will benefit when gamers are on the go and can play anywhere. a final way convergence benefits Fortnite is cross media streaming, over the last few years apps like twitch and youtube have gotten popular for live streaming games like Fortnite this will make Fortnite reach a whole different audience as people watching these streamers may try the game out for themselves and the streamers can promote the game on the channel. 


Synergy benefits the Fortnite brand in three ways, the first way is brand deals such as Jordans, Jordans are a very popular shoe brand with a high buyer rate, when the brand was brought to Fortnite it brought the brand buyers with them who wanted the Jordans in game which gave Fortnite more money. the second way Synergy benefits Fortnite is appealing to different ages, a while ago Fortnite changed the map and introduced marvel characters in the hight of the new movie avengers endgame which appealed to the older audiences who loved the movie and could now play as the characters, however, they also did this with lego, changing the map and adding characters to appeal to a younger audience who enjoyed lego videogames. the third and final reason synergy is beneficial to Fortnite is  having an expanding audience, many people stream the games or create shirts and merchandise for younger people or people who cant buy the game which expands the number of people who know Fortnite.  


over the years Fortnite has generated a revenue of over $26 billion (19,993,090,000 in UK pounds). this is through downloadable content (DCL) sales or from the sale of in-game items and a battle pass. 


the cinematic trailer gained ten million players in two weeks 

it reached one hundred and fifty million users saw the ad


Fortnite makes money in a number of ways, despite being a free to play game it makes money through in-app purchases, battle passes, crew subscriptions, merchandise and licensing subscriptions. successful collaborations also helped like star wars and avengers who brought in a different audience to buy more things, it has remained popular by esports events as well as planned events such as an Ariana Grande concert in-game which brought an audience of younger girls that they were lacking in. 


Wednesday 6th November 2024

audiences

lo: to explore the appeal of videogames and how the industry targets different audiences



1) its an image of the latest thing added as well as the bar across the top 

2) new skins, in game passes, deals

3) snoop dog, Sabrina carpenter, Futurama, incredibles, john wick 

4) music festivals, remixing chapter two, listening to audiences

5) you can easily go to shop, you can sign in, you can scroll across to look at other things they've added

6) to show people it can be competitive 


who are the audience?

78% male, 22% female, 53% 10-25, 42% full time employment 

young audience- less violence, cartoony

esports- people watch ninja play the game

celebrities- people play the game to see them

use of seasons- gossip


Wednesday 13 November 2024

audiences 


do now

  1. game passes
  2. where other medias are put into Fortnite e.g star wars 
  3. it stays on brand with latest trends
  4. p: personal identity, i: information, e: entertainment, s: social interaction
  5. unreal engine 


audience groups:

marvel and star wars can appeal to teens mainly teen boys due to movie ages and who they got popular with, fall guys isn't aimed at gamers more younger people as it has no violence just obstacles, lego is aimed at younger audiences as no violence and simple to understand  


applying audience theory

they mainly work on the idea that media audiences are either active or passive. the difference between active audience and passive audience is how they interact with media messages: 


active audiences 

an audience that engages with media messages by interpreting, evaluating and responding to them. they are able to question the messages and challenge the ideas they convey. 


passive audience 

an audience that excepts media messages without question and is more likely to be effected by them. they are more receptive and less engaged. 


the distinction between active and passive audiences are important because it challenges the traditional view of media as having a one-way flow of information. instead, it emphasises the role of individuals in shaping their own media experiences. 



Fortnite is an active audience as you get to choose the game mode, you can select and buy guns, you can work with others, build, design in creative mode as well as create games via unreal engine.


applying audience theory #2

uses and gratification theory

the theory states that an audience will use a media form for either one of four reasons 

p: personal identity

I: information

E: entertainment

S: social interaction 


explain how videogames target and appeal to different audiences

videogames target audiences through convergence. Sometimes when new games are released the developers will pay gamers or you-tubers to recommend and play through the game to give people a taste of it and make the audience want to play it more. one way Fortnite does this esports, famous videogame players such ninja will play Fortnite to a mass audience of people watching which will get more people watching and knowing what Fortnite is. this links to the theory of active or passive audience Fortnite has an active audience and the passive audience of you-tubers will be shown Fortnite and will become an active audience when they try the game for themselves which changes an audience type. 

sometimes the active audience will look for content outside the game itself like merchandise and real things like bags or plushies, something like that to get content outside of gaming and active audiences will go to look for this and dig deeper to find more.

Mrs busby: 13/11- you have some good information here. T you need to structure this in to the 3 areas. T3: theory, you need to explore how the audience are active for Fortnite. Even on youtube they will watch but may comment, share etc.. so are active.


November 20th 2024

videogames: exam preparation 

do now!

  1. an audience that engages with media messages by interpreting, evaluating and responding to them. they are able to question the messages and challenge the ideas they convey.  ✓                          
  2. an audience that excepts media messages without question and is more likely to be effected by them. they are more receptive and less engaged.  ✓                                                                              
  3.  P:  personal identity I: information E: entertainment S: social interaction ✓                                                                                                                                                 
  4. adding new updates and keeping up with trends ✓                                                                                 
  5. unreal engine ✓


C1B: industry and audiences

















epic games publishes Fortnite, PEGI rates it as a twelve for mild cartoon violence but still 'murder'. Fortnite is so popular due to keeping up with trends this is supported by movies, youtube, tv, all of these different medias will become calibrators with Fortnite to increase publicity. its funded through gamepasses and different outfits and accessories you need to buy this is successful because of trend many people want the new skin or the new upgrade so you feel obligated to buy it. 


the game targets younger boys mainly but it cares for everyone. it shows different targets.e.g. ariana grande for younger girls, starwars for younger boys. the fact there are four things an audience does with media, entertainment, personal identity, information, social interaction. people get entertainment from the game as it stimulates the competitive side in your brain as well as getting social interaction from talking and teaming with other players. 


Fortnite is popular for their multi-platform gameplay. many friends don't have the same PC's or software but with Fortnite you don't need it, your friends can play from their mobile phone while your on a laptop. this can be great for friends across different towns or countries so they can get social interaction and entertainment with one of their friends no matter where they are. secondly many different collaborations are used such as marvel and ariana grande to reach different audiences who like those things, they make a profit on this by offering merchandise of these characters and celebrities. 








Comments

  1. 13/11- you have some good information here. T you need to structure this in to the 3 areas. T3: theory, you need to explore how the audience are active for Fortnite. Even on youtube they will watch but may comment, share etc.. so are active.

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