C1 Gaming

 Wednesday, 18th September

Do now

1. Media Forms : online media like websites and social media (instagram, twitter, facebook etc), newspapers and magazines, adverts, movies, tv, radio, film and video games, music videos.

2. access the media through : internet and social media, radio and broadcasts, tv and movies. Phones, computer, cinema and magazines etc..

🎧  Video Games  🎮

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

1970s - Atari releases the video computer system, more commonly known as Atari 2600, featuring a joystick, interchangeable cartridges ,games in colour and switches for selecting level difficulty and more.

1980s - Nintendo's game boy popularises handheld gaming, it's got good gameplay, ease of use and long battery life.

1990s - Sony releases playstation in the United States, selling for $100 less than Sega Saturn, The lower price point, along with the arrival of Nintendo 64 weakens Sega's home console business.

2000s - Nintendo releases the Nintendo DS and keeps its handheld gaming dominance, Xbox 360 hits the market just a year later.

2010s - Minecraft comes out in 2010 and booms, Players hunt for virtual creatures on Pokemon go in 2016 which was the gaming sensation of the summer, The Nintendo switch comes out in 2017 and is described as a hybrid between a console and a mobile and it soon booms and Fortnite come out which earned $2.4 billion in 2018.

Uses and Gratifications theory

- Uses of Gratification is a theory (idea), from 2 men called Blumler & Katz, that audiences take an active role in using the media.

- What people DO with the media.

- NOT what the media does to people.

- The theory states that an audiences will use a media for either one four reason :

Personal Identity

Information

Entertainment

Social Interaction.

PIES.

Baseline test
Explain why audiences play video games. refer to the uses and gratifications theory in your response.

Audiences play video games because of the Uses and Gratifications theory. This theory (said by 2 men called Blumler & Katz) states that an audience will use a media for either one of four reason : Personal identity, Information, Entertainment and Social Interaction. Personal Identity helps people construct their own identity through video game characters which may seem relatable. Whether that is through their backstory, looks, personality, family or friends and more. Information helps an audience gain knowledge from playing video games. We can see this in games like Roblox where people have a variety of games to look through, each teaching them something different for example, word bomb a fast word game. In this game people can learn new words and information they might have never knows before playing the game. Entertainment gives pleasure to audiences whether its through laughing at relatable characters, videos, backstories and more. Games like Minecraft entertain people because it gives people creative freedom through building, surviving and watching other people play online. The freedom that people get through playing games like Minecraft gives them entertainment as they might not get that at home. The last one is Social interaction which gives audiences the freedom to communicate with family and friends online. For example Fortnite, Minecraft, Fall guys, Animal Crossing and so many more, are all multiplayer games which include things like chat features. This theory shows why people play video games.

18/9- Great response and understanding shown here. T: 'Social interaction' T: 2 More 

DO NOW

Wednesday 25th September 2024

1. PIES ✔

2. Personal Identity 

3. Information 

4. Entertainment 

5. Social Interaction 

Little Test

1. Steam, Nintendo, playstation, Xbox, computers.
2. Portable, easy, cheap, most games are free.
3. Its massively increased, its betting bigger and bigger
4. ads, sponsors, in game purchases like 'no ads'
5. Augmented reality is 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.

Fun fact : 77% of Gen alpha and Gen Z are active console players.

🏆 Case Study : Fortnite 🎮

Lo : to research the case study and explore the context of video games.

1. Who produces Fortnite : Epic Games. ✔

2. How long has it been around : since 2017 

3. How much money has the game made : $5.63 billion dollars. 

4. Including Fortnite battle royal, save the world and Fortnite : creative. 

5. Summary of game play : In Fortnite, players collaborate to survive in an open-world environment, by battling other characters who are controlled either by the game itself or by other players. The single-player or co-operative (played with friends) mode, called 'Save the World', involves fighting off zombie-like creatures. 

6. What genre is Fortnite : Survival, Battle Royale, sandbox. 

7. Where do we see Fortnite appearing on other social media platforms : With Fortnite becoming a worldwide phenomenon and a part of pop culture, there's been several times where other media like video games and TV series have referenced/parodied the game. Most viewed game on youtube and popular on TikTok. 

8. How does Fortnite allow players to play together : You can add friends and join them on a multiplayer mode. 

9. 3 reason Fortnite has been so successful : Free to play, shareable moments, and theres frequent updates 

10. I can apply the U&G theory to Fortnite as Its Entertaining, and you can socially interact with people. 

Epic Games 
- Epic Games was started by Tim Sweeney in 1991 and was originally run from his parents house.
- In 2014, the Guinness Book of Records names Unreal Engine as the 'most successful video game engine' 
- Has sub studios in Uk, Japan and Germany. And has cloud- based software.
DO NOW
Wednesday 2nd October 2024
1. Epic Games  
2. 2017 1991
3. Survival, Battle Royale, Sandbox  
4. Personal Identity, Information, Entertainment, Social Interaction.  
5. An interactive experience combines the real world and computer-generated 3d content.  

Exploring Context

Lo: To explore the context of video games.


1. Prince Harry

The main points are that its addictive, they want to keep you in front of the screen and keep playing their game. Harry thinks Fortnite should be banned. its irresponsible and now theres an official disorder for being addicted to gaming. I agree and disagree with this thought because it might be addictive and irresponsible but kids are irresponsible anyway and you can be addicted to ANY game so banning Fortnite will just cause addictions with other popular games. I think that Prince Harry is stuck behind a time where gaming wasn't as popular so he doesn't really know what its like.

2. Healthcare Triage

The main points are that he thinks theres no link between violence and video games. However, he says that the violence does impact your thoughts and not your actions. The same as if you read or watch a violent movie or book, you're not going to act on them but you are going to think about them. Video games make children calmer when they're frustrated and he said that the children's parents need to tale action as there are some violent games which are censored for a reason, like Call of Duty and GTA. I agree with this point, I think that video games don't increase violent actions just violent thoughts and that parents do take a part in how their children act/think if you let them play 18+ games. I think that censorship/banning games is not the way as it won't do anything.

3. Media Insider - Bandura and video games

The main points are about the Bandura Bobo doll experiment, which was an experiment where they put adults in a room with a doll. They filmed the adults hitting and punching the doll and show it to kids aged 3-6. They then put the kids in the room with the doll to see if it would encourage violent behaviour. This is something called Copycat theory. They believe that it DOES encourage violent behaviour. However, I disagree with this because it was staged which means that they were forced to watch the video and go into the room and they also weren't at home they were in some random university. They were kids and since they only have knowledge of going off their parents they're going to go off the adults and copy them since they are just kids. The bobo doll also looked like it was intended to be hurt since it always bounced back up again, for the kids it was like some sort of game. 

Do Video Game create violence?
I believe that video games do not create violence. The main points for violence in video games creating violence are that its some sort of copycat system where your thoughts will cause your actions. The main points against violence in video games creating violence are the studies that show that it actually makes kids less hostile in situations and that theres no link between violence actions and video games. Also that it only impacts your thoughts and not your actions. I disagree with this question because I think only peoples thoughts and the people themselves can cause violence and that the video games have nothing to do with it.





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