Wednesday 18th, September 2024
Video Games
Lo: To Explore the history & context of Video Games.
Do Now:
1) Social Media, Magazines, Newspapers, Television, Print Media, Books, Digital Media , Radio, Film, Video ; are all examples of different media forms.✓
2) You can access different media forms online, in shops, bookstores, libraries, cinemas, film trailers, (posters, billboards, advertisements etc.)✓
Decade Games Features
1970s: Pong, Doom, Maze Wars,Space Invaders. Simulation Games, Single-player, Atari
1980s: Pac-Man, Mario, Tetris, Legends Of Zelda. Home consoles, Multi-player, Nintendo
1990s: Sonic, Mortal Kombat, Tomb Raider, Sega, First person, Playstation, Sony Online.
2000s: The Sims, Halo, Super Mario Kart, Xbox, PC gaming, Nintendo DS, Wii, Iphone
2010s: Indie, Story-games, Virtual Reality. Minecraft, Twitch, Pokemon Go, Smartphones.
Uses and Gratification:
Uses and Gratification is a theory, from two men called Blumler & Katz.
Personal Identity
Information
Entertainment
Social Interaction
Baseline Test:
The Uses and Gratification theory shows and explains that audiences indulge in media, (Video Games) because of four main reasons. Blumler & Katz stated that for some, playing Video Games is an opportunity to interact socially, playing Games with friends, siblings and players online increases social interaction and helps people create relationships from these games. Also, for some, a main reason for interacting with these games is entertainment. When a certain piece of media is exciting or
fun to play, people are more likely to play it more and even replay it. Certain games with violent and suspenseful storylines can cause many people to find it interesting and entertaining. (eg: Call Of Duty, Resident Evil). Another one of Blumler & Katz's points is; information. Audiences can gather useful information from educational games and help with skills when playing in the future. This is more prevalent in simulation games such as Minecraft and The Sims 4. The final point Blumler and Katz made was Personal Identity, (using video games as context), when a audience member personally connects with a character due to their personality/backstory. This causes the audience to relate more to this character due to their personal identity.
Wednesday 2nd October 2024
Exploring Context in Video Games.
Lo: To explore the content of video games.
Prince Harry:
Prince Harry believed that Fortnite should be banned, he believed its "designed to keep you in front of a screen", and should be banned. The World Health Organisation considers "Gaming addiction", as an official disorder. Banning it takes the game away from everyone and is excessive, more responsible actions should be taken to minimise how many matches/games are played by each player hourly/per day. I think that Fortnite is addictive yet, should not be banned because of its mass popularity and fanbase. Many players will be distressed by this and this could cause the downfall of Epic Games.
Healthcare Triage:
This YouTuber considers that there is no apparent link between Video Games and behaviour. He states that ,"sad books can give you sad thoughts just like how violent video games can give you violent thoughts." These thoughts are not acted against and do not create dangerous situations, therefor there is no link between violent media consumption and behaviour. He also believes that parents/guardians should take action and monitor the video games their young children are playing. This is the opposite opinion to Prince Harry as this YouTuber believes that censorship/ban is not the way forward. I think that his points are reliable and also that banning certain games is not the way to solve this problem.
Media Insider:
Albert Bandura's experiment consisted of having a group of children aged 3-6 watch videos of adults using violent behaviour against dolls. Bandura then let the children into the room and watched as they did the same. Yet, the group of children who didn't get showed the violent video played calmly. This implies that violent behaviour is copied and repeated. Now, this "copycat" theory is used against violent movies, songs and video games, young teens and children might consume. The theory states that , when a child sees an adult/older teen committing dangerous acts and reclusive behaviour, they might start to copy them because its portrayed as the right thing to do. And although Bandura's experiment was staged, in modern times, violence is blamed on the person and not the media.
I do not believe that video games create violence and a dangerous behaviour. Although experiments such as Albert Bandura's "Bobo Doll" experiment showed evidence to suggest that, when children are shown violent videos of adults, they will copy the behaviour. Yet, it is proven that violent video games create violent thoughts that re not acted on. I think this idea is more reliable.
Wednesday 9th October 2024
Do Now:
1) Albert Bandura ✓
2) They cause addiction. ✓
3) They create violent behaviour and encourage violence. ✓
4) The demand and popularity has increased. ✓
5) Advertisement and marketing + in app purchases
Regulation
Lo: To explore how video games are regulated.
PEGI regulates video games.
Subtile for all age groups. No bad language, violence, fear etc. , cartoon/educational games.
Very mild forms of violence (comical setting), sounds and images can be possibly frightening but not scary.
Slightly more graphic violence, (fantasy, non-real world setting), bad language may be mild along with sexual innuendo and references.
Sexual or violent acts can be shown as they are in real life, more extreme swearing. use of tobacco, alcohol, drugs etc can be present. no portrayal or gambling.
Adult classification, depiction of extreme gore and violence, motiveless killing of defenceless characters. glamorisation of illegal drugs and gambling, extreme swearing and explicit sexual activity.
How Is The Video Game Industry Regulated?
The game industry is regulated by PEGI, they categorise their age ratings differently. For example, a video game rated a '7' contains mild forms of violence (usually showed off screen or in a cartoon style way), no swearing, depictions of sexual acts, or portrayals/uses of tobacco, alcohol or illegal drugs. This differentiates from a video game that is rated a '3', (although not much), these games do not display any depictions of violence, swearing etc, and are usually educational/cartoon games.
However, video games with a higher rating such as '16's and '18's, display sexual or violent acts , (as displayed in real life), extreme swearing, glamorisation of illegal drugs and motiveless killing. (Although '16's are not prohibited to portray any acts of gambling).
The video game 'Fortnite', is rated a 12, because of its cartoonish and non-realistic depictions of violence, this is suitable for children of this age rage.
Technology
Technological convergence:
Being able to play certain video games across different technologies.
(eg: PlayStation, X-Box, Phone, Pc).
Cross-Media convergence:
When something can be viewed using different media platforms.
(eg: Youtube, Twitch, Tv, TikTok ).
Fortnite Collaborations: Ghostbusters, The Walking Dead, Resident Evil, Attack On Titan.
Synergy:
The collaboration of different media products or services to promote each other.
Wednesday 16th October 2024
Do Now:
1)PEGI✓
2)Technological converse is being able to play certain video games across different technologies✓.
3)Cross media convergence is when something can be viewed using different media platforms.✓
4)Synergy means the collaborations of different media products or services to promote each other.✓
5)Fortnite is rated 12, because of its cartoonish and non-realistic depictions of violence.✓
Explain how convergence and synergy benefit the Fortnite brand.
Convergence benefits the Fortnite brand by allowing players to play on different platforms, this helps Fortnite reach wider audiences by not being restricted to one platform and being allowed to switch platforms mid-game/use on the move. By allowing this, Fortnite is broadcasted and streamed across the different platforms and onto places like TikTok and Twitch; which could bring in a bigger audience.This benefits Fortnite by allowing it to create more profit to make additions to their game. Another way convergence benefits Fortnite is by promotion, by using synergy to promote brands, and celebrities, Fortnite increases their audience by allowing players to use trending items and skins from famous brands and celebrities , for example, audiences that are fans of the brand 'Jordan' are more likely to play Fortnite because of their promotion.
How do video games make money?
Lo: To explore how video games create profit.
Battle Royale:
- Advertisements:
Promotions/collaborations.
- In game purchases:
Players can use the virtual currency v-bucks to buy items such as skins, weapons and game upgrades. These can also buy off-season and rare items.
-Merchandise:
Selling merchandise such as clothes and children's toys.
-Collaborations:
Promotions and collaborations with famous influencers, artists and brands.
The game gained 10 million players the first 2 weeks following its launch.
Fortnite makes money by allowing their audience to buy in-app purchases with virtual currency (v-bucks), although it is advertised as a free to play game. These in-app purchases unlock weapons, skins and game upgrades to have the 'best' or 'most trendy' item , however some of these items become 'off-season' and are unable to be bought after a certain amount of time. Buying things such as the 'Battle Pass' and other upgrades allows players to use these off sale items. Fortnite uses synergy to help their promotions and collaborations exceed and increase audiences, they encourage collaborations with famous influencers, artists and brands to keep their game trendy and fresh; these partnerships not only allow Fortnite to gain more popularity and increase their audiences, but they also get profit from these promotions. Synergy benefits the Fortnite brand because it appeals to gamers with different interests; Fortnite has continued to stay popular throughout the past years by doing this. By appealing to a bigger audience using these collaborations, Fortnite also creates a wider audience outside of gaming. Fortnite also uses technological converse and cross-media converse to allow their game to be broadcasted and streamed across the world.
Wednesday 6th November 2024
Audiences
LO: To explore the appeal of video games and how the industry targets different audiences.
1)Main image, shows collaboration, big bold legible letters. Photo of in-game animation, sales pitch.
2)Shows new skins, emotes and weapons.
3)Snoop Dogg (rap singer), new pack, (skin, emotes, weapons etc.)
4)Last post was on the 1st of November, recent posts, advertise new chapters, competitions and updates.
5)Create your own account, item shop, view purchasable products, listen to music before you buy it.
6)Crew: Promote their app, encourage people to buy it to become members/ get more rare products.
The Fortnite Audience
who are they?
78% are male, 22% are female, 53% are 10-25, and 42% are in full time employment.
Fortnite appeals to a younger audience with their more cartoonish violence.
Ninja is the most popular Fortnite streamer with 10 million subscribers.
Sponsors inspirational celebrities such as NBA players and rappers (non traditional celebrities).
Seasons introduce new things every few months.
Wednesday 13th November 2024
Do Now:
1) Fortnite makes money with in app purchases, collaborations and advertisements. ✓
2) A Fortnite collaborations is when two or more famous brands/celebrities/influencers advertise themselves with Fortnite's game.✓
3) Fortnite has remained so popular because, it is free to play, and keeps updating to remain trendy and fresh. ✓
4) Personal identity, inspiration, entertainment and social interaction. ✓
5) Unreal Engine
Different Audience groups
-Youtubers/online influencers
-Fans of Fortnite's collaborations (, eg. marvel fans)
- People who listen to famous singers ( Ariana, The Weekend)
Collaborations with brands such as Lego appeal to younger audiences because of there simple and easy gameplay and no violence.
Collaborations with brands such as Marvel stereotypically appeal to younger, male audiences, because of its popularity and advertisements among children.
Active Audience:
An audience that engages with media messages by interpreting, evaluating and responding to them.
Passive Audience:
An audience that accepts media messages without question and is more likely to be directly affected by them.
Fortnite & effects theory.
Active:
-Pick your game mode.
-Select weapons, skins and emotes
-Work with other players
-Build
Theory 2:Uses & Gratifications.
Entertainment- Played for enjoyment, escapism and catharses.
Social Interaction- Connections with online audiences and different players.
Personal Identity-Aspiring to be like the celebrities/Youtubers that Fortnite has collaborated with.
Fortnite targets different audiences by portraying their use of collaboration, by using synergy, Fortnite collaborates with famous celebrities, influencers and brands. By doing this, they broaden their audience, and allow them to play with skins, weapons and emotes influenced by their favourite celebrities. The existing audience connects with the new audience to increase the overall demographic. Their audience falls into the uses and gratifications theory because they receive entertainment from the escapism and catharihism from playing, for example; you can build, kill players and change skins. The audience increase allows more social interactions amongst the players, which also falls into the uses and gratifications theory.
Fortnite uses synergy to allow their game to be trendy and fresh. By creating recent updates and frequent edits to their game with collaborations such as Lego. This collaboration appeals to a younger, less mature demographic, due to its cartoonish and childish nature, along with its non-violent and easy to complete games. Alongside this, Fortnite has collaborated with brands such as Marvel, with stereotypically appeal to an older, male audience (teens).
The theory which supports this is Uses and Gratifications by allowing more social interactions when more players join due their love for the brands Fortnite has collaborated with. By increasing audience, the allow connections across online audiences and different players.
((13/11- Great response here and you even go into a second reason. T: 3 theory, make sure that you apply the theory you are discussing to the actual example in Fortnite and this applies. ))
Wednesday 20th November 2024
Do Now:
1)An active audience is an audience that engages with media messages by interpreting, evaluated and responding to them.✓
2)A passive audience is an audience that accepts media messages without question and is more likely to be directly effected by them.✓
3)The uses and gratification theory imposes that everyone enjoys and engages with certain media due to either entertainment, person identity , social interaction and information.✓ (PIES).
4)By actively updating their game to be more trendy and fresh. Synergy and convergence.
5)Unreal Engine.✓
Video Games: Exam Preparation:
LO: To explore the possible exam questions for Video Games.
-Fortnite is published by Epic Games.
-Fortnite is rated PEGI 12 because of tis cartoonish and unrealistic violence.
-It has been made so popular due to its trendy updates and collaborations with influencers, brands and celebrities. Technological development has helped it become a multi-platform game that is played across the world on phones, consoles etc.
-The game is funded with in-app purchases, with things such as skins, weapons, and emotes that the players are able to buy to better their gameplay.
-Fortnite targets a young, stereotypically male audience, (12+).
-Elements such as collaborations , enable to audience to play with skins, weapons and emotes from their favourite influencer or celebrity, also, Fortnite supplies trendy updates regularly to keep their game fresh for their audience.
-The uses and gratification theory implies that each individual person in the audience, are engaged with the media due to these reasons; Personal identity, Information, Entertainment and Social interaction (PIES).
Video Games use technology to target audiences by allow their game to be played with digital convergence. Digital convergence allows the audience to play Fortnite among different platforms and consoles, as of now, Fortnite is viable to play on phone, laptop, PC, and consoles such as Xbox and PlayStation; because of this convergence, Fortnite targets their audiences and allows them to play on the go and with friends. This also makes it more accessible for the audience and enhances the playing experience. The audience is likely to increase because of digital convergence which allows broader social interaction amongst players.
Wednesday 11th December 2024
Do Now:
1)An active audience is an audience that engages and responds to media messages. ✓
2)A passive audience is an audience that accepts media messages and its deeper messages.✓
3)The uses and gratification theory is personal identity, information, entertainment and social interaction. ✓
4)Fortnite engages with the audience by frequently adding fresh and trendy updates and advertisements. ✓
5)DEL ✓
Improvement Week
16/10- Great start: 7/12- T: 1.try to include 3 reasons why synergy benefits the brand, follow the structure in the breakdown.
ReplyDelete13/11- Great response here and you even go into a second reason. T: 3 theory, make sure that you apply the theory you are discussing to the actual example in Fortnite and this applies.
ReplyDelete