Do Now. Wednesday 18 September
1. Media forms include, social media (instagram, facebook etc), the news, websites radio, film, video games, advertising, magazine.
2. You can access the media through the internet, the radio, on TV, computers & phones Cinema, magazine
Video Games
Lo. To explore the history and context of video games
1970's- nolan bushnell creates a arcade table tennis game which when tested it stopped working because people liked it so much it got jammed with coins.
1980's- Nintendo donkey kong is created and Mario who later becomes well known. Mario was originally called jumpman but its later changed in a different game.
1990's- Sonic the hedgehog is created and people love his speed and attitude.
2000's- Nintendo ds is released which is a portable game system with two screens and a touch screen.
2010's- Minecraft is released the brick building game created by Markus Persson.
Uses and gratifications:
The theory states that an audience will use a media form for either one of 4 reasons.
Personal Identity
Information
Entertainment
Social interaction
Baseline Test:
Explain why audiences play video games.
The gratification theory states that an audience uses media for one of four reasons including, personal identity, information, entertainment and social interaction. Audiences can get happiness from playing video games for example of a game, they could play roblox in their free time for entertainment. Playing a game like this in your free time would be a way of having fun and just altogether entertaining yourself because its 1 game that has many different choices of other games you can play to fit your choice of entertainment. They can also use the platform online to play with their friends of family which will help them with socialising and continue to communicate and connect. While playing games you can be playing at the same time as someone else while speaking to them, or you can be in the same game as another and talk through the in-game voice chat or by typing.Some video games are more personal and people could feel like they can relate to the in-game characters where you can create your own worlds and people in a way that feels personal to you like in Sims 4 where you design everything and also take control over your characters lives. This gives the personal identity because you can make it to relate to you in your own ways. Some games can be more informational such as smaller internet games that can be linked into documentaries which some people will choose to play for educational purposes based on the documentaries they can watch on TV. This gives evidence that backs up the gratification theory on why people choose to play video games for the four key reasons.
T: 2 try to add more examples in more depth to each area of the PIES that you cover.
Do Now
1. The acronym used for Bulmer and Katz theory is PIES. ✔
2. The U&G theory is; personal identity. ✔
3. information. ✔
4. entertainment. ✔
5. social interaction. ✔
Wednesday 25 September
1. people can use platforms such as playstation, xbox, PC, Nintendo and many more
2. They are moveable, always on you, and cheaper
3. its increasing
4. advertisements in game
5. augmented reality is combining real life with virtual reality games.
a technology that superimposes a computer-generated image on a user's view of the real world
55% video game players are male and 45% are female.
Case study Fortnite
Lo. to research the case study and explore the context of video games
1. Fortnite was produced by epic games ✔
2. Fortnite has been around for 7 years ✔
3. the games made $26 billion $5.63
4. the different games in the franchise are first-party games like Fortnite Battle Royale, LEGO® Fortnite, Rocket Racing, and Fortnite Festival, as well as creator-made experiences. ✔
5. Fortnite is a third-person shooter game where up to 100 players compete to be the last person or team standing. You can compete alone or join a team of up to four. You progress through the game by exploring the island, collecting weapons, building fortifications and engaging in combat with other players. ✔
6. Fortnite genre is survival, battle royale and sandbox ✔
7. Fortnite appears on other media platforms as advertisements People playing the game on youtube etc
8. Fortnite allows users to play together Fortnite has a system called Skill-Based Matchmaking (SBMM) that matches players with similar skill levels for fair and competitive matches. SBMM in Fortnite considers factors like win-loss records, kill-death ratios, and other performance metrics to create balanced teams. ✔
9. I think Fortnite's been so successful because of its way of advertising, it has frequent updates to keep it interesting, and it has different aspects to appeal to different ages.
10. The U&G theory can be related to Fortnite because it is a way of entertainment for people as well as social interaction by playing online with others.
Epic games was started by Tim Sweeney in 1991.
In 2014 the Guinness book of records named unreal engine as the most succesful videogame engine.
Tencent- a Chinese investment company focused on internet and ai development brought a 42% stake in epic in 2012.
Do Now Wednesday 2 October
1. Epic games produces Fortnite. ✔
2. Epic was started in 2017. 1991
3. Fortnite is survival, battle, and sandbox. ✔
4. PIES is personal identity, information, entertainment and social. ✔
5. Augmented reality is real reality combined with the virtual world. ✔
Exploring Context
Lo. to explore the context of video games
Prince Harry
- created to addict
- world health organisation classed it as a disorder
- aim to keep you in front of a screen
- should be banned
The main points are that Fortnite was created to addict and Prince Harry thinks it should be banned. The world health organisation also classed gaming as a disorder. I disagree because a game is a source of entertainment and its a choice to play it for however long you decide you want to. I think the ideas are quite drastic to be classed as a disorder since its a decision to play whatever game you choose. Prince Harry wasn't a child when gaming was a big thing and since part of royalty he wouldn't be able to understand 'gaming' so his views aren't quite as valid as if he did actually play these games.
Healthcare Triage
- No evidence they cause violence
- People who played it before were calmer in frustration test
- Violent games give violent thoughts.
The main points are that there is no link between violence and video games. However he does say that violent games give violent thoughts, but they are not acted upon. I agree because i think that after all of the studies they have done to try and test it, it always comes back as there being no link. In one test the people who had played violent games before were calmer when frustrated. I think this idea is proving the violent games aren't entirely bad and shouldn't result in being banned because even if it gives violent thoughts for a short while after playing its not acted upon so it has no effect.
Media Insider
- copycat theory
- Bandura's Bobo doll
The main points are that during Bandura's experiment he too children between 3-5 years old and put them each in a room with a Bobo doll. He then showed some of those children a video of adults hitting this doll to test how the children react. The children shown the video then reacted by hitting this doll and using the tools inside the room to attack it, and even yelling at it things that they heard on the video. However i disagree with this test because they are children and children pick up behaviours from their surroundings and their environments. They also would've never seen this doll before and when seeing a video on someone using it, they are going to believe that automatically that is how your supposed to play with it. This test also is done on young children watching something, which doesn't really relate to playing video games that are violent, since that is the parents place to make sure the age limits stop their child from playing a game that their too young for.
Do video games create violence?
I believe that video games dont create violence. The main points for violent video games creating violence are that its copycat behaviour and its addictive. The main points against violent video games creating violence are that theres no evidence of it causing violence in any tests they have tried.
I disagree with it creating violence because its a choice to play these games and although it can create violent thoughts its not acted upon.
Do now Wednesday 9 October
1. Bandura did the experiment with the bobo dolls. ✔
2. One of the arguments to ban video games is it causes violence. ✔
3. Another concern is its addictive. ✔
4. the gaming audience has spread and created a wider selection of games and gaming devices in result of technology advancement. Higher expectations
5. Companies make money from adds and in game purchases from free games on smartphones. ✔
Regulation
Lo. to explore how video games are regulated
PEGI regulates video games.
What are the ratings?
Game content with scenes or sounds that can possibly be frightening to younger children should fall in this category and very mild forms of violence
Video games that show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild
the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. The use of bad language can be more extreme, while the use of tobacco, alcohol or illegal drugs can also be present
The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence, apparently motiveless killing, or violence towards defenceless characters. Also use of illegal drugs, gambling, and explicit sexual activity.
The content descriptors are violence, bad language, horror, gambling, sex, drugs and discrimination. These are what is used to create the age ratings. The content descriptors will have to be at a certain level to be classed as a certain rating for example a 7 has very mid language where as a 16 would have extreme bad language. Gambling is the only one that will instantly make it into an 18 since its the only rating that includes that descriptor.
How is the video game industry regulated?
Technological convergence: Is being able to access the game on different devices and technology.
Cross media convergence: is when different media platforms mix together
Collaborators: Star wars, marvel, Travis Scott, Marshmello etc.
Synergy: Collaboration of media products to promote each other.
Do Now Wednesday 16 October
1. PEGI regulates video games. ✔
2. Technological convergence is a game that can be played on different devices. ✔
3. Cross media convergence Different media platforms that mix together. ✔
4. Synergy means a collaboration of media products that promote each other. ✔
5. Fortnite is 12 because its animated and doesn't resemble reality. ✔
Convergence benefits the Fortnite brand because it uses different platforms to reach a wider audience. It allows a larger audience across platforms which will create more people to play the game which increases their popularity. You can switch platforms mid game which means it can be used on the move. It broadcasts competitions on streaming platforms and youtube which develops a larger audience and more attraction from people who play the game and people who haven't played it before.
Synergy benefits the Fortnite brand because it creates a wider audience outside of gaming by collaborating with brands such as Jordan which is a clothing brand so it would create attention for people to play the game, or promote the shoes. It keeps the game fresh with collaborations to new released media to gain popularity from people that are interested in the newly released such as when Fortnite collaborates with marvel when a new film was released, it then would've gained popularity from a different selection of people. Synergy can also be used to appeal to different ages of gamers for example using Lego to entice younger children who are into playing with Lego into playing the Fortnite game mode too.
How do video games make money?
Lo. to explore how the gaming industry is funded
- 1,000 respondents asked in February 2020, 77% claimed they had spent money on in-game purchases for Fortnite.
- in-game purchases, licensing fees for the Unreal Engine, and partnerships with other gaming companies.
- In game purchases of currency (v-bucks)
- Merchandise
- Gained 10 million players in the first two weeks
Explain how Fortnite make money and how they have remained so popular.
Fortnite makes money through in app purchases, such as buying the Fortnite currency (V-bucks) which can then be used to buy other in game items such as battle passes, skins, emotes etc. The game also have lots of merchandise outside of the game, like clothing, lunch boxes, teddies and much more, which would increase their income. The game also has had successful collaborations that has gained it much more popularity such as Ariana Grande event which would've appealed to her audience which is typically young girls, and make them interested to play the game. It remains popular with consistent updates that are usually based on the current popular things such as marvel and lego. This keeps the players interested. Through the years as well as older players got older and stopped playing Fortnite, they do some rare updates where they will go back to early days of the game to encourage the older players to come back to the game again.
Wednesday 6 November
Audiences
Lo. to explore the appeal of video games and how the industry targets different audiences
1. the main elements of the homepage are the bar along the top and also the first thing you see is a large image of the stuff in the game that you can click across to know the latest.
2. The Fortnite products featured are the new things added to the item shop to appeal to people.
3. An example of a collaboration i can identify is Snoop Dog which is a famous rapper currently been added to the game.
4. 3 recent posts that promote different aspects of the game is the Fortnite festival, an old chapter that they've remixed, battle pass, and a game mode.
5. You can look through the item shop, see all the game options, and make your own game.
78% are male, 22%. are female, 53% are 10-25, and 42% are in full time employment.
Its appealing to younger audiences because of its cartoon and non graphic game. eSports stars such as ninja the most famous Fortnite player earns a lot of money . They use non traditional gamer celebrities as rappers and NBA players.
Do Now Wednesday 13 November
1. Fortnite makes money through in game purchases. ✔
2. Collaboration in Fortnite is when other companies or people are put into the game. ✔
3. Fortnite has remained so popular because of its frequent updates and changes to the game to attract audiences. ✔
4. PIES stands for personal, information, entertainment, and social. ✔
5. Epic owns the game software of unreal engine. ✔
Different audience groups
- Lego fans, aimed at a younger audience
- Fall guys, aimed at younger audiences, less violence and more obstacles
- Eminems music, aimed at older people, attracts older people to the game
- Ariana grande, got a younger audience of girls, attracts the other gender and more young people
Active Audience
Engages with media messages by interpreting, evaluating and responding to them.
-game mode
-select guns
-work with others
-build
-design in creative
-create games via unreal engine
Passive Audience
An audience that accepts media messages without question and is more likely to be directly affected by them.
Entertainment- It can relate to the escapism and catharses
Social interaction- Collaborative nature of the gameplay
Personal identity- The use of gamer and non gamer celebrities could relate to the search for role models
How video games target and appeal to different audiences.
Video games target different groups by using collaborations to attract more ranges of people. For example in the game Fortnite they use multiple frequent updates to add in collaborations which attract new audience members. Such as their collaboration with Eminem would encourage more older people to play the game which might not of played it originally. Another way they have gained popularity is in the Lego update which allowed people to play in a lego game mode which encouraged younger audiences and people who may not of typically been playing Fortnite before. This can link into the uses and gratifications theory by giving a personal identity for the people who enjoy playing lego by relating more to the game. This also creates an active audience since they are making these choices in game which could then lead to them wanting to buy this merchandise and products in real life.
Video games can target more people with the creativity of the game. Some people are interested in the programming aspect and the more creative side of things so since Fortnite has a designing side and the ability to create your own game it can attract the people that could be older that want to go onto creating their own personal games and want to use this as part of their way of learning, or even just for the fun of it. This gives people a sense of personal identity since it is something they can create themselves for their own use and in their own ways. In game as well you can build which can encourage more people that enjoy being creative with how they play and like to think more strategically.
13/11- Great response. T:3 Theory, explain how personal identity would work, give some specific examples from the game as you have previously in the Q
Do Now Wednesday 20 November
1. An active audience is people that are involved and engaged with the media. ✔
2. A passive audience is people that just accept the media and doesn't question it. ✔
3. The uses and gratifications theory is PIES, that people use the media for personal identity, information, entertainment and social. ✔
4. Fortnite engages the audience with different game modes and frequent updates to entice different players, and with the use of collaborations. ✔
5. Epic owns unreal engine. ✔
Exam Preparation
Lo. to explore the possible exam questions for video games
Who publishes fortnite?
Epic games, and unreal engine is their software.
What PEGI age rating is and why.
PEGI is what decides age ratings on video games, it is decided off of the violence, language and drug use, sex, gambling and discrimination.
What has made it so popular and how has technological development helped?
It is so popular because of its different ways of targeting different audience ranged, technology has helped because it has increased the use of collaborations with companies such as Marvel which has developed as well with technology.
How is the game funded?
The game is funded by the collaborations and the in game purchases.
Who the game targets?
The game targets the younger male audience.
What different elements of the game make it appealing to audiences?
The game adds in collaborations to increase different audiences such as Eminem being put in the game to target the older audience, Lego targets the younger typically male audience, and Ariana Grande targeted the younger to middle aged female audience.
What is the uses and gratifications theory?
It is that the audience does something for 4 reasons, personal identity, information, entertainment and social.
Explain what audiences get from playing the game.
From playing the game , Fortnite can create entertainment just by playing different game modes in somebody's spare time just for fun. It also has a social aspect of the game because you can socialise with people and play online, you can also communicate with friends through the game which will give the audience more enjoyment out of it.
Video games use technology to reach audiences because using technological convergence to make it playable on different consoles which makes it more appealing because it can reach larger audiences. For example Fortnite has made it accessible on most platforms and recently made it into a mobile game too which would increase its popularity since its usable on the move. People that don't tend to leave their homes much would typically be able to play it on a console sat down, but for the people that usually get out of the house more often can now be able to play it on their phones.
Do Now Wednesday 11 December
1. An active audience is people who are engaging in the media about things such as movies or games. ✔
2. A passive audience is people who don't interact with the media. ✔ Don't question
3. The uses and gratifications theory is people use the media for 4 reasons which are; personal identity, information, entertainment, and social. ✔
4. Fortnite engages the audience using different aspects of U&G theory. ✔
5. DEL is how to structure your answer. ✔
18/9- Great application and understanding. T: 2 try to add more examples in more depth to each area of the PIES that you cover.
ReplyDelete13/11- Great response. T:3 Theory, explain how personal identity would work, give some specific examples from the game as you have previously in the Q
ReplyDelete