C1 gaming

                                                                                                                     Thursday 19th September 2024

                          Video games

LO: To explore the history & context of video games.

DO NOW

  1. What media forms are there?
  • Magazines
  • radio
  • film
  • gaming
  • tv
  • adverts
  • newspaper
  • music
  • podcasts
  • websites
  • trailers
  • news
     2. where can we access media?
  • phone
  • cinema
  • computer
  • iPad
  • xbox

Video game industry
  • Since the 1970s they have had massive growth
  • Video games are relatively new media form

1970- space invaders- Within a year 60,000 space invaders united states where sold.

1980-pac-man- The first arcade hit to come out on to home game console two years later ms pac-man was added making the game more gender equal.

1990- sonic - gamers especially in the united states, snap up sega systems and everybody falls in love with the fast sonic the hedgehog.

2000- sims - Best selling computer games become a hit with female players.

2010- Minecraft - The addictive brick building game becomes a hit as creativity is key.


Personal identity
Information
Entertainment
Social interaction.       


   
Video games are widely viewed as providing development and skills to players.  Players believe video games provide mental stimulation (90%) and stress relief (90%) and help improve cognitive skills (88%). Video games can be seen as educational and allow players to learn in an educational way: whilst still having fun. People enjoy playing video games as they can choose a theme they are interested about.Video games allow people to understand there true self by expressing passions about certain topics which also help create friends due to shared similarities.This can help with finding your true identity.

                                                                                                                      Thursday 3rd October 2024 





Do Now 

  1. epic games.
  2. 1991.
  3. third person shooter game/ gun/battle.
  4. personal identity/ information/ entertainment/ social interaction.
  5. an interactive experience combines with real world and computer generated reality.

                     Exploring context


Prince Harry video on Fortnite

  • The main points in the video are that Fortnite is a highly addictive game for anyone and promotes young people to become violent .Price Harry thinks it should be banned as he believes that being addicted to gaming is a condition which should be monitored for young teens. I somewhat agree with Prince Harry as i believe that playing video games such as Fortnite for long periods of time in unsociable hours in unhealthy and has a negative impact on players sometimes even exposing them to mental health conditions such as depression and believing there only way to cure it is to play video games which are commonly violent. I also disagree with this belief as video games can enable people to create friendships due common interests. If monitored reasonably video games can become a positive impact to mental health by enabling people to come away from real world to a fake world where they can do what they want.

Healthcare triage on video games

  • The healthcare triage explains how when reading a sad book you have sad thoughts but it never makes you get depression so why would playing video games that have violence in them  make you become a violent individual. He also explains how there is no factual statistics that proves that there is a link between violent video gamers and violent people.By parents being aware on what video games there child is playing and following age restrictions these violent games should not be a problem as they age ratings are chosen to only allow a certain audience to play if there are that graphic. He thinks that video games should not be banned just that parents need to be aware on what  there child is playing. 
Media insider- Bandura and video games

  • Bandura carried out a experiment where he showed a room full of 3-6 years olds a person being violent towards a doll and then played them alone in a room with a doll to which they began to be violent. Another room was shown a video of someone playing nicely with the doll and again the children who where left alone began to print this behaviour and be nice to the doll.Personally i believe that this was an unfair experiment as firstly the children where very young who dont know right from wrong, secondly the doll was made to be punched creating a fun play for the child, lastly i think violence is blamed on the person not the media they watch/hear.
                                                                                                            Thursday 10th October 2024


Do Now

  1. Bandura
  2. Violence can be copied
  3. They are highly addictive 
  4. Higher expectations of games
  5. In game purchases

                         REGULATION

PEGI- regulates video games.

PEGI 3






Considered suitable for all age groups. The game does not contain any sounds or pictures that are likely to be frightful to young children. NO bad language and mild violence (comical context and childlike setting) is acceptable.


PEGI 7


Scenes or sounds that possibly may frighten younger children. Mild forms of violence are acceptable.




PEGI 12



Show violence of slightly graphic nature.Bad language and some sexual nature allowed.




PEGI 16



This rating is applied once the  image of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. The use of bad language in games with a PEGI 16 rating can be more extreme, while the use of tobacco, alcohol or illegal drugs can also be present.

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 defenceless characters. The  of the use of illegal drugs and of the simulation of gambling, and explicit sexual activity should also fall into this age category. 


Fortnite is a rating of 12 for 'frequent scenes of mild violence'. It seems more parents are worried about addiction rather than violence.

HOW IS THE VIDEO GAME INDUSTRY REGULATED? REFER TO FORTNITE TO SUPPORT YOUR ANSWER.{4} 

The video game industry is regulated by pegi and decides the game rating depending on the characteristics included in the game.There age rating  are 3,7,12,16 and 18 for example 3 is suitable for all ages and doesn't include any violence or bad language whereas 18 includes gambling, sex scenes and explicit language.Fortnight has a age rating of 12 due to its killing and mild violent that isn't graphic as its in a cartoon like way but still indicates killing with guns.

TECHNOLOGICAL CONVERGENCE

  • When two technologies are brought together.
CROSS MEDIA CONVERGENCE
  • When two types of media are combined.
FORTNITE COLLABS
  1. disney
  2. lego
  3. festival

synergy - a collaboration of media products, benefits both

                                                                                          Thursday 17th october 2024

DO NOW

  1. Pegi.
  2. Technological convergence means when two technologies are brought together.
  3. Cross media convergence means when two types of media are combined.
  4. Synergy means a collab of media products,benefits both.
  5. 12/as it has mild violence.

Convergence and synergy benefit the fortnite brand as it provides more money and reaches wider audiences. For example fortnite have collabs with the weeknd, travis scott and lego etc. Fortnite can also be played on different platforms which enables bigger audience. While the game is free you can purchase in game purchases such as v-bucks which allows you to buy new skins, accessories and guns. This is how fortnite gains money as the game itself is free. If fortnite collabs with famous people who are trending will make people want to play the game.



How do video games make money


Battle royale males money by in game purchases.Although the game is free to play Fortnite still makes a lot of money. They make money by purchases such as v-bucks which enable you to buy skins, accessories and weapons.

Collaborations - Travis scott & the weekend, celeb players, Fortnite events, virtual shows on the game to make money,

Explain how Fortnite make money ad how they remain so popular?

Fortnite make money buy despite being a free game to play having in-game purchases. These in-game purchases enable players to buy new skins, accessories, the battle pass & weapons. It has remained popular by celeb collabs and events.


                                                                                           Thursday 7th November 2024

Audiences

  1. The point of a home page is to intrigued the audience by using imagery and bright colours causing an interest in the page and overall game. 
  2. multiple products
  3. snoop dog, eminem, ice spice
  4. advertising the new season  ,halloween update ,festival
  5. sign in, buy items, 
  6. The crew advertises and makes you want to you the product so you aren't left out.
It targets the audience by listening to their views, making famous people play and changing features often
                                                                                                              Thursday 14th November 2024

Do Now
  1. Fortnite makes money by in game purchases and collaborations with popular people
  2. A collaboration in Fortnite is where to people/brands come together
  3. Fortnite has remained so popular by listening to its viewers, making frequent updates and by collaborating with famous people making them want to try out new game plays.
  4. PIES/ person identity, information, entertainment, social interaction
  5. Unreal engine

DIFFERENT AUDIENCE GROUPS

  • Parents
  • elderly
  • young children
  • friends

Applying audience theory #1

Active - doing, engaging, Video games are active.
Passive - observing, not engaging, tv watching is passive.

Fortnite is active as you can engage with the game enabling you to choose if you want to kill certain people, use certain skins, choose particular guns and choosing the games you would prefer to play.

AUDIENCE THEORY #2

Uses of gratifications (PIES)

P- personal identity - collaborations (appeal to fans, e-stars)
I - information 
E - entertainment - escapism, killing people, acting as another tense, exciting
S - social interaction - play with people, friends, new friends

  1. collaborations - e.g Fortnite - personal identity theory
  2. convergence, different platforms - play with mates - social interaction
  3. creative, active, choices, build, make own game - e.g Fortnite - entertainment / active audience
  • One way that video games targets different groups is by including creative, active choices. Fortnite is an active gameplay where players can decide and choose what they want to do. This is appealing to people as it allows them to make their own decisions throughout games. This can be seen in Fortnite where there is a wide range of games allowing a player to play a game which they desire, providing them with a wide range of choices. This is also seen in the item shop where a player can customise guns, skins and accessories of their choice.Audience theory such as entertainment and active audience is used.
                                                                                      Thursday 28th November 2024

Do now 

  1. An active audience is doing and engaging
  2. A passive audience is observing and not engaging
  3. PIES
  4. By listening to their players opinions and changing the game around peoples ideas
  5. Unreal engine

Video games: exam preparation

Fortnite is published by Epic games. Fortnite is a PEGI rating 12+ because of its frequent mild violence and use of weaponry. The rating is low because the violence is mild and is cartooned making it unrealistic to players. Fortnite has become really popular as its a very easy game to play and allows a wide range of audiences. In lockdown an uprise in playing  the game fornite made lots of people want to continue to play. Due to its frequent updates and collaborations with famous celebs its a well known world wide game that lots of people play and enjoy. 
Fortnite targets  all audiences for example young teens. The game is appealing to everyone due to variety of celebrity collaborations for example: Travis scott, Billie eilish, Jordan and The weekend. By including a wide range of famous icons/ brands people are encouraged to check out the game and play. Fortnite is also an active game and allows you to design and create your avatar. For example every new update changes the item shop theme and makes people use in game purchases providing fornite with lots of money. Fortnite is also active as it allows you to choose guns you would like and certain skins that you desire. The game uses gratification elements with the use of PIES.
Fortnite uses lots of technology such as xbox, ps, nintendo, mobile and many others. This game is so successful as it has a wide range of platforms that players can play on.There is also lots of streaming platforms such as youtube and switch that show popular people playing the game and promoting it for people. Fortnite also uses a range of social media platform which boost its overall viewers to the game. 
 
                                                                                                  Thursday 12th December 2024

                                    Improvement week

Do now 

  1. An active audience is an audience that engages with its players 
  2.  An audience that accepts media messages without question
  3. PIES
  4. synergy
  5. DEL















Comments

  1. 19/9- you need to answer the question set. for the baseline test and use the theory from the lesson.

    ReplyDelete
  2. 17/10- Good start. 3/12- T: You need more examples of convergence and synergy.
    1.try to include 3 reasons why synergy benefits the brand, follow the structure in the breakdown. 2.try to include 3 reasons why convergence benefits the brand, follow the structure in the breakdown.

    ReplyDelete
  3. 14/11- Great explanation and examples. T: 3 Theory- explore the entertainment theory more with further explanation of how it applies

    ReplyDelete

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