C1 Gaming

Video games                                                                                               Thursday 19th September 2024

L/O To explore the history and history and context of video games.


Do Now

1)The type of media forms are newspapers, Print, magazines, video games, advertising, radio. Film and TV.

2)You can access the media online. Cinema, phone, computer, magazines, poster.


Since 1970s they ave had a massive growth .This has been due to rapid technology development- think graphics , narratives , interactivity, consoles and internet.

In recent years ,the diversity of game genres and platforms on which they can be played has meant an explosion in the gaming industry.


  • 1970s-Pong was a arcade table tennis game which was made due to amount of people who liked this game.
  • 1980s- Pac man a missing slice or pizza inspired Namco's  Toru Iwatani to create pac man it next went to home console. 
  • 1990s -Sonic the Hedgehog, Senga  needed an iconic hero for its genesis.People loved the little blue guy's blazing speed and edgy attitude.
  • 2000s-the sims model real life is a stimulation game.It became the most popular game with female players.
  • 2010s-Minecraft an indie game movement  comes of age with the tremendous popularity of Minecraft which uses block building.
Personal identity
Information
Entertainment
Social Interaction

Base line test

The gratifications theory is having a a different world to your own.Audiences like to play games which have a fun and good character, for example people like sonic for his blazing speed  which makes the game more enjoyable.People might use video games to construct their own identity because they find the characters cool and are influenced to be like them due to the characteristics of the character which could be their appearance, personality or job people want to be like sonic by this edgy attitude.In some games the audiences can communicate through a microphone or  a chat placed in the game .For example,Minecraft has a chat to communicate with others.Audiences can gain knowledge through game due to it being based on true events for example, Children's websites usually have educational games to allow children to have fun whilst learning something new .This gives the creators money de to adults influencing children to learn more.It allows children to have fun whilst learning making them want to play more.





Do now                                                                                                    Thursday 26th September 2024


1)The acronym used for Bulmer and Katz is to create a fun, cool character.PIES
2)Personal identity.
3) Information.
4)Entertainment.
5)Social Interaction

36% 18-34 years
24%Less than 18 years
65+-9%

Case Study: Fortnite

1) Epic games produced Fortnite.
2)Fortnite has been around since 2017.
3)Fortnite has made 5.7 Billion.
4)The different game are creative, battle royale, save the world .
5)In Fortnite you loot, explore and fight.
6)Fortnite is a survival game.
7) Fortnite appears on advertisements ,youtube,facebook,tiktok.
8)Play solo or squads.












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.

Street fighter
Street fighter was first released in 1987, followed by six other main series.Its best selling is Street fighter II established many of the conventions of one on one fighting genre.54 million have brought street fighter .
Released:August 30th 1987.
Publishers: Capcom, Nintendo, Panasonic, Ubisoft, MORE.
Genre: fighting game.
This was the first game to be a 2 player-controlled fighting game.You can either punch or kick the head or the body.The health bar indicated the players strength.The game introduce special moves,though all of these 8-bit arcade console suffered from  underpowered computer chips and poor control sticks made it difficult execute the precise sequences for the special moves.




Exploring context                                                                                   Thursday 3rd October 2024
LO: to explore the context of video games.

Do now    
1) Epic games produces Fortnite.✅
2)Epic games started in 1991
3)Fortnite is a survival game. Battle, gun, build game
4)Personal
   Information
  Entertainment
  Social interaction.✅
5)An interactive  experience with the real world and a computer generated content.✅


Prince Harry video on Fortnite:
Prince Harry wanted Fortnite to banned due to him thinking it is irresponsible and thought it is an addictive game due to people playing for a long time.He thinks it will have a negative impact on people.I disagree because any game can be addictive if enjoyable and you cannot take away all entertainment.I think the idea is unfair as people will find a new game afterwards.

Healthcare triage on video games:
He spoke about how sad books give you sad thoughts so it will not make you feel fully that way.There is no link found in study to behaviour.He spoke about how less hostile feelings if used to playing video games and parents and ratings should be used to protect children due to it affecting them.I agree because nothing proves if it good or bad but it may affect children's minds while growing up by that being a role model to the child who does not know what is right or wrong .

Albert Bandura's theory

The theory is of copy cat behaviour.Young children copy what is done due to not being able to understand whats right a wrong so that the children will copy violent behaviour .Violence is blamed on the person not the media text. I agree because children are told to listen to adults and as they cannot tell if it is right or wrong they will follow what they say and do .

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