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 engin 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. 














Comments