C1 Gaming
19.09.2024
Do now
1. magazines , posters, movie covers , book covers tv, advertising, news etc.
Video games
LO- To explain the history and context of video games.
- since the 1970s they have had massive growth due to technological development - graphics, narratives, consoles etc.
-in 2024 the video games market is projected to reach a revenue of $282.30bn.
1970s - Space Invaders : 60,000 tempted Americans in the first year of growth.
1980s - Nintendos game boy - it charmed users with good gameplay , ease of use etc.
1990s - Playstation - it sold for 100 pounds less than Sega - it becomes the dominant console.
2000s - The Sims - it became the best seller and most popular for female players.
2010s -The Last of us - mature video game story that confronts the player with hard emotional decisions.
Personal Identity
Information
Entertainment
Social Interactions
PIES
Baseline Test
People love to play video games as it offers gratification and social interaction as well as a sense of achievement - if there is a certain challenge to a goal in a game, players may like it as they can work towards a reward. Playing with friends creates competition and humorous interactions. Certain games we may feel connected to if they understand issues, or your favourite things - it may be a relaxing safe space or an energising concert game.
When playing games , having other friends or just mere strangers can make a game so much more full filling - and stimulating to be able to act out certain role plays or team up in a battle game. Games can also be educational or historical and players - mostly young children can play whilst learning information. This allows children to feel excited to play and learn at the same time.
this concludes the theory of PIES - Personal identity , Information , Entertainment and Social Interactions which talks about the reason of happiness and self esteem when choosing to play games.
Do Now Tuesday September
24th 2024
1 - representation is being diverse and showing different types of normal. how people are represented.
2- whether its positive or negative
3- a stereotype is what something is characterised as by a group they might be included in.
4- 3 exams 2 exams
5- audience
Stereotype
a stereotype is a generalised representation of a person, place or thing. They are limited and often offensive or used for comedy.
Mechanic - Male, Buff, Tattooed, vests ,piercings , facial hair, scruffy
Grandmother - sweet, caring, forgetful, boring, knitter
teenager - messy ,tired, grumpy, emo, oversized clothing
Teacher - uptight, strict , female, suit dresses, high heels
Stereotype representation
- student chewing gum and student with shirt untucked - which shows misbehaviour and fitting into the stereotype of rebellious teenager. Several scenes show kids talking back or behaving bad.
- some students are shown as nice and genuinely happy to get work right or thank their teacher.
- The stereotype of teachers being strict and telling the student to tuck their shirt in.
Representations in Magazines
LO- To explore the representations found in magazines.
masthead - a list at top of the page with the editors, writers and owners as well as the title.
cover lines- a line of text that explains and promotes the content.
main image - the main picture in the background of the magazine
main cover line -the biggest and boldest of any of the text.
puff - promotional stickers that stand out.
colour palette - The colours they used in their magazine.
direct address - using direct pronouns when talking to the readers.
star vehicle - the specific celebrity or star that promotes the magazine / the magazine is posed from.
Do Now 26.09.2024
1- PIES✔
2 - Social interaction✔
3- Personal identity✔
3- Information✔
4- Entertainment✔
Research task - The Sims 4
The Sims 4 was released September the Fifth in 2014 - part of a franchise it changed the gaming world for simulation games and was a game changer for those that liked life role plays. Especially popular with female players it has garnered 85 million players over the last 10 years.
The Sims 4 enables you to create characters however you like in a variety of choices and create your own dynamics between other sims. You cant play with other people - instead revelling in your own story - and challenges.
One famous challenge is The not so berry challenge that spans 10 generations and contains different careers , skills and goals to continue as well as maintaining the colour of the generation. These competitions keep sim players entertained and coming up with more entertaining scenarios.
Mood Boards in The Sims 4
Augmented Reality
An Interactive Experience that combines the real world and computer generated 3d content.The content can span multiple sensory modalities. Including visual, Auditory, Haptic, SomatoSensory and olfactory.
45% of players are female compared to 55% of male players.
Case Study : Fortnite
1 - Epic games produces Fortnite.
2 - around for seven years.
3 - around 32 billion pounds.
4 - players have to kill for items and money - amount of kills will result in leaderboard order and eventual levels.
5 - fortnite is an action game
6- youtube , Tiktok.
7 - through the use of lobbies you can join your friends.
Do Now Thursday 3rd October 2024
1 - Epic Games √
2 - 1991 √
3 - adventure , strategy √
4 - Personal identity , information , entertainment and social interaction. √
5- partially digitable world that uses 3d content and the real world. √
Exploring Content
LO - to explore the content of video games
Do violent video games make people more violent?
Prince Harry video on Fortnite
The main points are that Prince harry believes that Fortnite should be banned because he thinks its unresponsible and that gaming is a proper medical condition for addiction.
I disagree because it is a form of entertainment and mental health increase and people have a moral compass for what is right and wrong.
Healthcare triage on video games
The main points are that violent games can give you anger for about thirty minutes like a sad book would sadness for around half an hour - this doesn't mean you are becoming violent - You would need a violent video game and violent thoughts already to want to do horrible actions in real life. Age is also a big factor - if you are young and still learning then you may feel like shooting is right but if you are old enough then you would know its fake and not to do that.
I agree because feelings die down after a little bit of time - in older kids they will know it is wrong.
Banduras and Video Games
Bandura did a bobo doll experiment on 3 - 6 year olds where they watched the bobo experience violent behaviour before they were allowed to interact with the doll - all of them acted violent towards the Bobo doll , kicking and punching as in the video.
I do think copycat behaviour in young children is prevalent but older children wouldnt copy as easily
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