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 .
Regulation Thursday 10 October 2024
L/O:to explore how video games are regulated.
Do Now
1) Albert Bandura did the experiment with the Boho Dolls.✅
2)One of the arguments are are that children copy what adults do as the think it is right.✅
3)The second concern is that it increases violence .✅
4)The gaming audience has increased and due to the technological advancement.✅
5)Companies make money by in game purchases.✅
PEGI regulates video games.
PEGI 3
The content of games with a PEGI 3 rating is considered suitable for all age groups.the game should not contain ay sounds or pictures that are likely to frighten young children.A mild form of violence (in a comical content or a child like setting) Is acceptable.No bad language should be heard.
PECI 7
Game content with scenes or sounds that can possibly be frightening to younger children should fall in this category.Very mild forms o f violence (implied, non-detailed , or non-realistic violence) are acceptable for a game with a PEGI 7 rating.
PEGI 12
Video games that show violence of a slightly more graphic nature towards fantasy characters or non- realistic violence towards human-like characters would fall into this age category.Sexual innuendo or sexual posturing can be presented , while any bad language in this category must be mild.
PEGI 16
This rating is applied to once the depiction of violence ( or sexual activity) reaches a stage that looks the same as it would be in real life.The use of bad language in games with a PENGI 16 rating can be more extreme while the use of tobacco , alcohol , or illegal drugs can also be presented.
PEGI 18
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 a defensive characters .The glamorisation of the use of illegal drugs and of the simulation of gambling , explicit sexual activity should also fall into this age category.
PEGI !
In addition to the numerical PEGI ratings, you will also see the 'parental guidance recommended' rating for some non-game apps, introduced by PENGI for storefronts that use IARC .This serves as a warning that these apps can offer a broad variety of user generated or curated content .Typically , this applies to products such as Facebook or Youtube.
Fortnite has a 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?Refer to Fortnite to support your answer.[4]
PEGI regulates the video game industry.This is by age to allow the audience to see appropriate things for their age. 3 years old is no violence and no bad language.7 years old is forms of mild violence which is non - realistic.12 years old is slightly more graphic towards fantasy characters or non- realistic characters, sexual innuendo or sexual posturing can be presented in this.16 years old can involve alcohol, drugs ,tobacco or more violence. 18 years old is gambling, drugs and more explicit sexual activity. Parental guidance recommended is warning broad variety.Fortnite, an online survival game, is rated 12 year olds. This is due to the mild violence involved however, it is not graphic so it allows that certain age . Young children under 12 cant not use this due to it still having some features of violence which could affect them.
Technological convergence is the ability to use different types of devices without interrupting gameplay.This means you can play at home or on the move ,mid game ,between devices without interrupting game play.
Cross media convergence is mixing different types of media.
Fortnite Collaborations
3 collaborations are Marvel, Star Wars and Lego.
Synergy is the collaboration of different media products or services to promote each other, or the impact of using a cross- media approach to engage an audience .
Thursday 17th October 2024
Do now
1)PEGI regulates video games.✅
2)Technology convergence means the ability to use different types of devices without interrupting game play.✅
3)Cross media is mixing different types of media.✅
4)Synergy is collaboration of different media products or services to promote each other.✅
5)Fortnite is rated 12 years old due to it featuring violence but it is non-realistic.✅
Explain how convergence and synergy benefit the Fortnite brand.[12]
Convergence benefits Fortnite because it allows are larger audience to join across different platforms, causing an increase of money due to more people buying in game purchase and makes it easier for people to access due to being able to afford at least one device.People can switch platforms allowing people to play for longer and spend more money on the game due to gaining in game points. Broadcasting competitions on streaming platforms and youtube allows people to find out more about the game and be persuaded to play it too.After seeing positives about the game the audience is influenced to do it themselves allowing more people to join and wanting to take part in these events too which allows a larger audience and more money spent on in game purchases due to them seeing it online.
Synergy benefits Fortnite because it creates a wider audience outside of gaming this could be by clothing made, toys , videos , media and more.This allows more people to see it making more people want the products made or to take part in what Fortnite is offering .The game keeps fresh with collaborations and new released media.This gets the audience to be interested and join in with it.It also makes more people join due to it involving a topic they like so younger and older audiences will get involved and tell more about this, making the game become more popular.For example ,Lego Fortnite is targeted at a younger audience due to many children playing with lego however adding this allows more people to find. It is new way to play with lego and it is free to get instead of buying multiple lego sets..By including things that appeal to different age gamers, it allows more people to to get involved with evidence and more in game purchases .For example children may want to buy a certain item due to them liking that topic.For example,A singer (such as Ariana Grande) has been added to Fortnite.The audience is a vast range of ages due to this, more people will want to but it due to liking her.
How do video games make money?
L/O:to explore how the gaming industry is funded.
Battle Royale is free to play but makes money by making in game purchases by selling things such as skins, accessories, emotes, gliders ,cars and the battle pass.merchandise ,crew subscription ,'Games as a Service',micro transactions.
Collaborations:
.Eminem, Ariana Grande,Marvel, My Hero academia.
E-sports and events
.The Fortnite world cup was first held in 2019.
.There was virtual shows in the game in collaboration with Ariana Grande's Rift tour in august 2021.
Explain how Fortnite make money and how they have remained so popular.
Fortnite uses in multiple ways to make money.Fortnite includes in game purchases to allow the audience to increase due to things they may like being included within the game.They include an in game subscriptions you need to pay with real money to get more things which can improve your game.
Merchandise will allow more people to know about it and get more of the products allowing Fortnite to get more money .Fortnite included collaborations to get popular topics to get the audiences attention.
Thursday 7th November 2024
Do Now
1)Fortnite appeals to both genders . Mainly
2)Fortnite appeals to such a diverse audience due to different features being involved so there will be something someone will like.
3)Fortnite appeals to ages above 12.
4)epic games created Fortnite.
5)PEGI regulates the video game. industry.
Audiences
L\O:To explore the appeal of video games and how the industry target different audiences.
1) On the Fortnite homepage, there is an animated version of Snoop Dog Which is a playable character in the game.
2)On the website there is multiple products within it .
3) Some of the collaborations are Eminem, Snoop Dog and Lego .
4)They update it often to make the audience engaged and make you not wanting to miss out.
5) You can interact with this website by signing in ,Buying things, create things and join in with events.
The crew advertises a vast list of different skins which is only £9.99 a month .At this low price more people will buy it and make them feel as if they are apart of this community.It makes the audience more engaged and wanting to not miss out.
The images, words and graphics encourage more people to engage with this.The uses of exclamations and imperatives makes the audience feel they need to see what it is and feel they should not miss out.
Some posts further address the audience by addressing them in role.
Competitions and merchandise makes more people get involved and makes it easy to access resulting in more people.
A link to the epic games website helps people access more.
78% are male and 22% are female,53% are 10-25, and 42% are in full time employment.
The rise of e sports stars on youtube make the game become more popular due to multiple people viewing it.
Different Audience groups Thursday 14th November 2024
Do Now
1)Fortnite makes money through in-game purchases.✅
2)A collaboration in Fortnite is different famous things added into the game to be used.✅
3)Fortnite has remained popular due to frequent updates.✅
4)PIES stands for Personal, information, entertainment , social interaction.✅
5)Epic games owns Fortnite.Unreal engine.
Gamers, families, friends, students, children.
Applying audience theory #1
An active audience is engaging with media messages by interpreting , evaluating , and responding to them.
A passive audience that accepts media message without question and is more likely to be directly affected by them.
The audience for Fortnite is active due to engaging with it by being able to control the characters, purchase things , view news about it , and edit which character you have and what items they have.They make the game engaging by including a large range of things to entertain.
Active- Fortnite
-Characters.
-Interact with live events.
-Buy stuff of your choice such as skins.
-Select guns.
-Choose what you build.(creative)
Applying audience theory #2
Uses and gratifications-PIES
Personal identity-collaborations appealing to fans ,E-stars
Information
Entertainment-escapism, killing people , acting as another, tense and exciting.
Social interaction-play with people ,friends , new friends ,
One way video games target different groups-
Specific examples from Fortnite
Theory
Video games target the audience through creating things.By creating things it allows people to have freedom with what they do within the game making it suit their needs within the game, making a suitable environment for them to play in.This makes people want to come back and want to add more.
This can be seen in Fortnite through the creative game option which allows people to create their own game and allows others to view it .The audience theory such as personal identity allows you to be yourself.Video games also target the audience through actives choices.This allows the player to do as they want making the game more enjoyable for them due to choosing what they can and cant do and avoid unwanted things. This can be seen in Fortnite by avoiding being shot by other characters by running away or fighting back this allows the player to avoid a negative, making it more enjoyable.The audience theory is personal identity due to it being personal to what you do.Video games target the audience through allowing you to create games this allows you to let your imagination grow and makes you want to come back and edit more.Eventually it can allow you to earn money making a larger audience due to people wanting to be involved.
Video games: Exam preparation.
L/O:to explore the possible exam questions for video games.
Do now
1)An active audience is interacting with the media message.✅
2)A passive audience is accepting the media message without question.✅
3)Gratification is P.I.E.S.
4)Fortnite engages the audience by frequent updates and the use collaborations.✅
5)Epic games owns unreal engine.
- Epic games publishes Fortnite.
- The PEGI rating of Fortnite is age 12 due to it having mild violence but it is not realistic by having animated characters and when you are killed there is no violent content so it is suitable for that age.
- Fortnite has became so popular due to the frequent updates, fun collaborations, being shared on other medias, items you can buy in game and real life.
- The game is funded by in-game purchases.This is successful due the game having fun items which will suit certain groups of peoples' needs.
- The game targets children.This is because of the use to fun animated characters and there is no violence.
- The different elements of the game which make it appealing is the collaborations.The collaborations include famous people like Ariana grande and Eminem .
- The uses and gratification and uses help connect with friends and new people this allows you to explore.You can also do things you cant do in real life this help people .
Video game use technology to target audiences by allowing multiple people to play together without having to by a certain device, this allows you to meet new people and play more often, not wanting to miss a game with your friends.The technology appeals to the audience because it allows you to switch platforms at anytime so you wont loose any progress no matter what platform is used.Fortnite appeals to reach its audience because it makes the audience play more often, at any time which influences them to buy more in game purchases.
Do now Thursday 12th December 2024
1) An active audience is when you interact with the media.✅
2)A passive audience is when u watch without interacting..✅
3)It is the main factors which are personal identity, information, entertainment and social interaction.
4)Fortnite engages the audience by creating a fun platform where u can do things you don't usually do in real life, be creative, meet new people and explore.Synergy and convergence.
5)DEL structure.✅
17/10- excellent response. 10/12 T: 3.try to add more detail in the examples you give from Fortnite.
ReplyDelete14/11- You have lots of information here in all the areas and theory. T: try to structure your response clearly as is on the guide on the PP.
ReplyDelete