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 wouldn't copy as easily
Do Now Thursday 10th October 2024
1 - Albert Bandura ✔
2 -it creates violent thoughts ✔
3 - it is addictive - a scientific disorder✔
4 - audience has grown as games acquire better quality ✔
5 - advertisements and game purchases. ✔
Regulation
lo - To explore how video games are regulated
Pegi regulates video game age ratings.
age 3 - suitable for all age groups. No swearing or bad language , nothing that may frighten children and comical or not much violence.
age 7 - some scenes or sounds that may scare - mild violence but not very detailed,.
age 12 - graphic violence for fantasy/ cartoon characters and unrealistic for humans, chance of swearing and sexual innuendo.
age 16 - depiction of violence or sexual activity like real life. extreme swearing or harsh language, alcohol or drug usage present.
age 18 - extreme violence or violence of npcs , general glamorisation of illegal drugs , sexual activity or gambling.
! - warning that these apps can offer a wide variety of user generated or curated content.
Content descriptors that determine age rating
this game contains physical abuse through forms of using fists or legs to kick , punch etc.
this game would contain swear words or sexual blasphemy considered wrong.
This game may be scary or contain jump scares.
this game encourages wilful spending of your money in one go in course of an addiction.
may contain sexual blasphemy and innuendos or explicit nudity.
depicts use of illegal drugs, alcohol or tobacco
depicts stereotypes likely to be hurtful.
offers option to buy online and in game purchases.
Fortnite has the Pegi rating of 12 for 'frequent scenes of mild violence.' it seems that parents are more concerned with issues surrounding addiction than the levels of violence.
How is the video game industry regulated?
The video game industry is regulated through the company Pegi who gives each game a personal age rating which determines who can play. These ratings range from 3 to 7 to 12 to 16 to 18. Rating of three means anyone can play and will include no bad language and comical violence. The rating of 18 determines that alcohol and drug use is present and there may be imagery of sexual nudity or gambling addictions.
Fortnite has a Pegi rating of 12 as it contains no drug use or alcohol present - though it is centered around winning by massacring all the other players, it is in animation and isnt realistic or use any graphic detail when killing another player. You also wont experience sexual innuendo or swearing as no cut scenes are prevalent and chats are filtered of mature language and bad language. It does have the idea of violence so isnt a rating of a seven and some scenes may scare those younger.
i think i got 3/4 as i could go into more detail on how it couldn't be a lower rating.
Technological Convergence
technological convergence - is two devices combined - where you can play the same.
Crossmedia Convergence - the mixing of more than one media.
3 collaborations Fortnite had:
- Star Wars
- Wolverine
- Deadpool
Synergy - Collaboration of different media products or services to promote each other or the impact of using a Cross Media approach to engage an audience.
Do Now Thursday 17th October 2024
1 - PEGI √
2 - two devices combined - mixing them√
3 - mixing of medias√
4 - collab of different media products or services to promote.√
5 - Fortnite is a 12 because it doesnt contain swear words or graphic scenes ( blood etc) and isnt realistic.
Convergence benefits the Fortnite brand because it allows a wider range of players to want to play Fortnite for example - when they had a collaboration with Star wars which enabled more players and from there - a bigger audience.
Another reason is so you can broadcast challenges and competitions on streaming platforms and youtube which would allow more notice and ideas for players. Content could be found from a person who becomes a fan and Fortnite could gain attention over the internet.
You could use convergence to switch devices mid game so it would become more accessible to people everywhere and easier to get too - in turn more noticeable for being good on a lot of different devices and for a lot of different money groups.
Synergy benefits the Fortnite brand because it can connect and bring in a lot of new players and a range of diverse people to play the game through use of famous stars and movie franchises. Using certain artists like Drake would bring in fans who like him, who want to acquire the skin or weapons themed around him.
synergy is also great because it exposes Fortnite more to people and social media alike.
it brings in a diverse audience of many genders, races, people of all types and interests in. Also including streamers and you tubers who will film content about it online and spread notice. It can bring in many new updates and inclusitivity ideas that the game can add in to the game - more ways to customise, skins etc.
How do video games make money?
LO - to explore how the gaming industry is funded.
Battle Royale makes money through in game purchases such as skins or weapons to acquire.
'Micro transactions' which is when players can pay their way straight to the weapons, costume, game upgrade rewards that they would get otherwise by grinding. bought using V bucks.
'Games As A Service' - constant revenue stream.
Collaborations
Ariana Grande
Drake
Esports and Events
virtual shows - Ariana Grandes Rift tour in 2021.
explain how Fortnite make money and how they have remained so popular
Fortnite makes money through multiple ways since it is free to play. Collaborations with people and films like Ariana Grande and Star Wars can generate revenue by bringing in many new players and the money from people buying weapons or skins. Esports and Events can also gain attention as people are interested - example is the Ariana Grande Rift tour in 2021.
Do Now Thursday 7th November 2024
1 - Fortnite appeals to boys.✅
2 - through the diversity of their advertising and skins you can wear as well customisation.✅
3 - like young teenagers ( 12+).✅
4 - Epic Games created Fortnite.✅
5 - PEGI regulates the gaming industry.✅
Audiences
LO - to explore the appeal of video games and how the industry targets different audiences.
1- main elements of the home page - collaboration with Snoop Dog, visual image , colourful and range of fonts.
2 - multiple products are featured as you scroll down - collections and collaborations.
3 - collaborations like Snoop dog , Eminem, Lego
4 - In the news there is lots of new updates over the three weeks, showing how to engage. They rereleased a game which shows how they have improved and expanding the production of their games.
5 - You can sign into your personal account , buy things , your library.
6 - advertises the Fortnite crew to make people want it and not be left out - only paying 10 pounds a month.
The images and graphics can appeal to their audience and engage them to play and buy - emphasising certain products. we can also see the latest news. Fortnite addresses the audience in role to include. and make them feel wanted.
Merchandise and competitions further drag in players to want to compete as well as hype from you tubers and streamers.
78% are male whilst 22% are female , 53% are 10 - 25 and 42% are in full time employment.
seasons.
Do Now Thursday 14th November 2024
1 - Fortnite makes money through in game purchases and premium purchases ✔
2 - a collaboration in Fortnite is when famous people or video games combine with Fortnite for new items. ✔
3 - Fortnite has remained popular because of the seasons and updates it brings about every month.✔
4 - Pies stands for personal identity , information , entertainment and social interaction ✔
5 - unreal engine is the game software that epic games own.
Different audience groups
- friends
- family
- strangers - if you play online.
- teenagers and children
- people without a job or school.
- fans of celebrities that collaborations
- older people who play just for the updates and seasons.
Audience Theory 1
Active - is doing and engaging , video games in this regard are active.
Passive - observing but not engaging, watching TV is passive.
Fortnite is active because you get to control what your character does and if they survive. You can also customise your character and buy stuff in game.
also pick what game type you play , comment and watch live events.
choose what to build with a range of choices.
select skins, guns etc.
create own games on unreal engine and earn currency.
Audience Theory 2
uses and gratification theory - PIES
Personal identity - collaborations which appeal to fans , E stars
Information
Entertainment - escapism , killing people , acting as another person, tense and exciting
Social interaction - play with friends or making them
Video games can appeal to a number of audiences through collaborating with famous celebrities and incorporating special rewards or events to play. Like in Fortnite you may have collaborations like Ariana grande or Star wars which would gift skins or weapons by buying or winning challenges. In the theory of Pies ( uses and gratification ) this interests Personal identity. It may bring in people who aren't even interested in gaming but are fans of these celebrities and video games.
There is no issue with not having the correct game system or controller as Fortnite includes Convergence which allows Fortnite to be accessed by many different Systems like xboxes or play stations. this brings in a large crowd who may not be able to play on the main game system. This allows for friends to play together much more easily and keeps players happy with how the game works enabling social interaction much more.
video games appeal to players by making sure there is loads of entertainment and choices through gameplay. Players in Fortnite are able to build whatever they want to survive and get away - if you pay for unreal engine then you can use their game designing technology to make your own game and generate currency. This much variety enables happiness for longer and more new players as well as hype for youtubers.
Do now Thursday 28th November 2024
1 - able to play and choose if they kill / hide etc √
2- those who can spectate or not choose their outcome√
3 -PIES√
4 - regular updates through seasons , merch from famous artists , weapons and skins , able to make games with their editing system.√ synergy , convergence
5 - unreal engine √
Video Games - Exam Preparation
Lo - to explore the possible exam questions for Video games.
1 - Epic Games
2 - It is an age rating of 12 because its violence is cartoony and not graphic , it doesnt have harsh language or swearing.
3 -its popular for its regular updates and seasons, including famous artists and making new skins and weapons. technological convergence allows more players to play easily.
Audience
1 - the game targets 12 year old children up to 20 year old adults who love gaming or popular artists.
2 - the visual colours bring in younger children as well as the weapons and skins you can purchase. you can pay to use their editing system for making your own games.
3 - the uses and gratification theory is PIES ( personal identity , information , entertainment and social interaction) which are ways that engage audience to play your game.
4 - Fortnite allows for socialisation between your close friends or peers you spark up a connection with. It can bring about new friendships or strengthen your own. mainly used for entertainment the bright visuals and merchandise to buy ropes in the audience to play more and more frequently. You can realise your true identity through the diverse range of skins or weapons to purchase and wear.
Video games use technology to reach and engage certain audiences as it allows convergence and many systems able to play Fortnite. This is super important because it enables easier access to play and money that didnt need to be sent. They particularly use it for the spreading of posts and videos on youtube or social media apps so that people can experience how to win certain weapons or see if they particularly like the game idea. Esport stars like Ninja bring in a lot of hype to Fortnite and gain massive views and following as it is popular to spectate games and see pro players win. Collaborations with celebrities bring in different audiences who are fans of artists or film brands like Star wars and Marvel. Even those who dont like video games may participate for the themed weapons or skins available. Ariana Grande fans are mainly teenage or young adult girls so Fortnite would be trying to influence these fans to try out at the seasons.
Do Now Thursday 12th December 2024
1 - an audience that interacts and can choose how they play √with media messages
2 - an audience that spectates or watches without any control over the actions.√
3 - PIES - the theory of what entices people to play the game.√
4 - The seasons and updates , collaborations , skins and weapons , events √synergy and convergence
5 - DEL can help structure your answer.√
17/10- Great start. 8/12- T: 1.try to include 3 reasons why synergy benefits the brand, follow the structure in the breakdown.
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