Thursday 19th September 2024
video games
LO: to explore the history and context of video games
DO NOW
What media forms are there?
- magazines
- radio
- podcasts
- films
- tv
- gaming
- newspapers
- advertising
- music
- websites
- trailers
where can you access the media?
- online
- printed copies
- audios
- videos
- cinema
- mobile devices
video games industry
video games are a relatively new media form, they have grown in popularity in recent years
- 1970s- space invaders created in japan 1978, took the world by storm and within a year 60,000 machines in the united states.
- 1980s- pac man was the first arcade hit to come onto a home game console, and 2 years later ms pac man is added making the game more gender equal.
- 1990s- in 1991 sega decides they need a new hero, this introduces sonic the little blue hedgehog. sonic is loved all over the world especially by the united states.
- 2000s-
- 2010s
PIES
Personal identity
Information
Entertainment
Social interaction
BASELINE TEST
Explain why audiences play video games. refer to the uses and gratifications theory in your response.
Audiences play video games due to the pie theory this consists of personal identity which allows the gamers to connect with the game, examples of this can be ROBLOX where you can change up your character to be more relatable for you. Information, this means the game might expel knowledge onto the audience meaning they can play a game whilst being educated many games do this especially games designed for young kids, the game can teach them simple life lessons for example the different cebibies games. Entertainment, most games have factors of fun worked into them to attract the audience to be interested in playing the game, lots of examples of this can consist of virtual reality this is due to the fact people enjoy getting away from real life and escape to an alternative reality. last part of Pie is social interaction, this is where the audience can play a game online and be able to stay in contact with their friends by playing the game with them.
DO NOW
- the acronym for Bulmer and Katz theory is PIES
- one area of the u&g theory is personal identity
- one area of the u&g theory is information
- one area of the u&g theory is entertainment
- one area of the u&g theory is social interaction
5/5
Thursday 26 September 2024
Research task - Mario Kart
facts
- it was released in Japan and North America in 1992
- created by Shigeru Miyamoto, Takash Tezuka, Satoru Lwata, Taku Matcba
- it was developed as an idea during a glitch in the game super Mario brothers
- Mario has been seen in over 250 games
- Mario Kart is owned by Nintendo
- Mario Kart has made £250 million
- it has sold 178.19 million copies
Augmented reality
a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
i would have expected the under 18s to be the biggest percentage however it was 18-34 that had the biggest percentage with 36%
Case study: FORTNITE
- FORTNITE is produced by epic games
- it has been around since 2017
- over the years the game has made 3.2 billion dollars
- the different games in the franchise are save the world, creative and battle royale
- the aim of the game is to be the last one standing
- FORTNITE is part of the battle royale
DO NOW Thursday 3rd October 2024
- Epic Games produce Fortnite
- epic games started in 1991
- battle
- personal identity, information, education, social interaction
- augmented reality is an interactive experience
Exploring context
lo: to explore the context of video games.
THE BIG QUESTION- do violent video games male people more violent.
Prince Harry video on Fortnite
In Harry's video about banning Fortnite, the main points made by Prince Harry are; his opinions on the game, how irresponsible and irrelevant it is and the fact that people have an addiction to gaming because of it. He believes that the game is addictive to all due to the fact that the game is seen as less violent than others so it has a much younger age restriction which allows the younger audience to play and become highly addicted to the screen. i agree that Prince Harry has a point about the game and how addictive it is but i also feel like parents need to take some responsibility to how much their children play. However it is unfair to ban a game for doing something that is out of their control and should be left down to the people playing.
healthcare triage video on video games
In the video the main points made by healthcare triage are all very factual. He explores the fact that actually there is no link found in study to behaviour, this is due to the fact that moods can change so. much and so the moods can only be monitored on a short term observation. His example to prove this point was were he talked about reading a sad book only puts you in a sad mood for a short period of time. He believes that banning violent games are not the way forward because it is a parent or carers job to read the suitable rating for the game and protect their children from the violence they aren't ready for.
Bandura and video games
Bandura believes that if shown violence then you will copy it, he preformed an experiment on a Bobo doll being placed in a room with children right after they were shown a video of that same doll being violently attacked. what is not taken into account is the fact that the ids are all around the age of 3-6 so they are very young and easily influenced. it also was a staged situation that clearly could not be 100% accurate
DO NOW Thursday 10th October 2024
- Bandura did the Bobo doll experiment
- that it is dangerously addictive
- causing people to be more violent
- higher expectations
- by having other apps pay for you to promote their adds.
REGULATIONS
Lo/ to explore how video games are regulated
PEGI regulates games.
PEGI 3
This is rated suitable for all age ranges, very mild form of violence and no pictures or sounds that would upset the young users.
PEGI 7
can contain scenes or sounds that can possibly be frightening to younger children.Very mild forms of violence that are acceptable for a game with a PEGI 7 rating.
PEGI 12
show violence of more non-realistic violence towards human-like characters. the content may contain bad language in this category but it must be mild.
PEGI 16
The games can contain realistic violence or sexual activity. The games also has bad language and can sometimes contain illegal drugs that my upset the gamers.
PEGI 18
violence reaches a stage where it becomes a depiction of gross violence and at times violence towards defenceless characters. can contain the use of illegal drugs and of the simulation of gambling, and explicit sexual activity.
Fortnite has a PEGI rating of 12 as it contains mild scenes of violence, however most people are more concerned about addiction instead of violence.
How is the video game industry regulated ?
Then video industry is regulated by PEGI, they decide on the ratings of each game. there are 5 different PEGI ratings these are, PEGI 3,7,12,16,18. starting at PEGI 3 there is little to no violence but as the age range increases so does the reality of violence. By the time you get to the PEGI 18 rated games the games are a lot more realistically violent, contain more explicit content and some may contain violence. The games Fortnite has a PEGI rating of 12, this is due to the fact that the game has violence but it is more graphical and not very realistic. The game does contains lot of violence so isn't suitable for under 12.
Convergence:
technological convergence: when you mix together 2 different technologies.
cross-media convergence: when 2 different types of media.
3 examples of Fortnite collaborations
SYNERGY
the collaborations of different media products, this benefits both companies due to the fact it promotes both. An example of this would be lego and Fortnite.
DO NOW Tuesday 17th October 2024.
- PEGI.
- when you mix together 2 or more different technologies.
- 2 or more different types of media.
- collaborations of different media products.
- 12 as it contains mild scenes of violence.
convergence benefits games such as Fortnite as it allows a larger audience across multiple different platforms. Having a wider audience improves the promotion of the game which allows the game to make more money with more people playing and playing with their friends. Convergence also helps Fortnite by allowing the game to be able to play on different platforms mid game- can be used on the move. For FORTNITE having a game that is more portable benefit them due to the fact that they will have more people playing the game as they can play on the go. Convergence also broadcasts competitions on streaming platforms and youtube, this allows the game to get more promotion across a vast majority of social media platforms.
Synergy benefits FORTNITE as it creates a wider audience that can stretch out across the world outside of gaming. Using collaborations, such as Ariana Grande, it brings in audiences that are female and younger as they are the stereotype people that are her fans. It also keeps the game fresh and up to date with collaborations to new released media. this allows the game to bee able to stay relevant to what is more common with the present day. The synergy collaborations also bring in a audience so wide that it can now spread across multiple different ages, genres ext. The overall gain from both synergy and convergences is the gain of audiences that will bring in a huge pay as they are wanting to make in game purchases such as skins.
How do video games make money
battle royal is free to play, however they make their money through in game purchases such as skins and accessories. they also make money through merch, battle passes, and more.
explain how Fortnite make so much. money and how they remain so popular.
Fortnite makes money through in app purchases such as buying new skins and accessories. Fortnite are also cleaver as they use battle passes and crew subscription to bring in a load of money from their audience as well. They also make merch that can be brought, this often consists of clothing items. Fortnite also use collaborations with big names to make sure that the app stays up to date with the current craze of the world.
DO NOW: Thursday 14 November 2024.
- Fortnite makes money through in app purchases such as skins or accessories.
- lego
- it updates and brings new features to keep up with the current demands on the world
- personal identity, information, entertainment and social interactions
- unreal engine
Different audience group
- parents
- young kids
- fans of other brands
- elderly
- female younger audience via Ariana grande
Audience theory #1
Ative
doing and engaging in something, for example gaming is active
Passive
observing but not engaging, example tv watching is passive.
the audience of Fortnite are active because they engage with the game and you have the choice on what you do during the game.
Audience theory #2
uses and gratification (PIES)
- personal identity- collaborations appeal to fans,
- information
- entertainment- escapism, killing people, exiting
- social interaction- play with friends or make new friends
Video games target the audience through theories such as pie. they use things such as collaborations to entice their audience. collaborations welcome a wide range of groups and also brings in uses and gratifications by using personal identity. collaborations can be seen i Fortnite as they have made many with big artists such as Drake, Ariana grande and lego. video games also target audience by using convergence which is the use of different platforms. this can be seen in Fortnite as they allow everyone to play with friends who use different platforms. this links in with our pies theory of social interaction. social interaction will attract many gamers as they will want to use the game as a way to communicate with friends, family and maybe even make new friends. games such as Fortnite also use creativity to attract the audience. this an be seen in Fortnite when players are allows to. build and make active decisions as an active audience.
DO NOW- Thursday 28th November 2024
- an active audience is an audience that is engaging in something, for example gaming is for an active audience.
- a passive audience is an audience that observes but not engages example tv watching is passive.
- pies - personal identity, information, entertainment social interaction
- Fortnite engages the audiences by giving them thins to do such as killing people and running away. ⛌. synergy and convergence
- unreal engine
video games exam preparation
Fortnite is published by epic games, it is a PEGI rating of 12 as it contains mild scenes of violence but it is all comical therefore is no higher than 12. The game has become more and more popular due to the synergy this is the collaborations of different media products, this benefits both companies due to the fact it promotes both. An example of this would be lego and Fortnite. Fortnite has also used technological convergence which is when you mix together 2 different technologies. this will allow players to play the game with friends even if they are using different platforms.
The target audience for Fortnite is young male audience who are of the ages between 12 and 25 years old. The game uses gratifications which are the pies element, this consists of personal identity which they use by allowing the audience to pick their character/skin. information which is not seen as much in Fortnite, entertainment is also a huge part in the game as the audience get entertained by the escape from reality they receive. the last element of pies is social. interaction, this is when the audience can communicate with other players. they can play the games with friends they already know but they can make new friends. the game entices a variety of audiences due to synergy, which is when the game does collaborations with other big brands/ names such as billie Ellish, the weekend and lego. these collaborations will bring in audience who might not want to play the game but they want to play due to the collaborations that have been made. an example of this is when Fortnite collaborated with Ariana grande, this brought in loads of stereotypical Ariana grande fans such as female younger users.
Video games use technology to target audiences by, using a vast selection of different technology. This technology appeals. to the audience because this allows the audience to play with all their friends and make new friends even if they are on different platforms. this links into Fortnite as many different players use different platforms such as, playstation, x-box and Nintendo. Fortnite is available on all these platforms which can be useful when playing with a group of friends who are all on different platforms.
Improvement week
DO NOW Thursday 12th December 2024
- an active audience is an audience that engages in media
- an audience that accepts media messages
- PIES personal identity, information, entertainment, social interaction
- synergy
- del
19/9- Good understanding of the theory. T: 2 more detail of specific game examples needed that are applied to each part of the theory.
ReplyDelete14/11- Your convergence paragraph is spot on. T: Try to explore the topic and e.g. before bringing in the theory. Work through re-structuring your answer.
ReplyDelete