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 NOWWednesday 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.
Do Now
Wednesday 9th October
1. Bandura ✔
2. It causes violence ✔
3. Its addictive ✔
4. It has increased expectations ✔
5. ADs and In game purchases ✔
Regulation
L/o : to explore how video games are regulated.
PEGI regulates video games.
What are Ratings?
Age ratings are systems used to ensure that entertainment content, such as games, but also films, tv shows or mobile apps, is clearly labelled with a minimum age recommendation based on the content they have. These age ratings provide guidance to consumers, parents in particular, to help them decide whether or not to buy a particular product for a child. The PEGI rating considers the age suitability of a game, not the level of difficulty.
3 - The game should not contain any sounds or pictures that are likely to frighten young children. A very mild form of violence in a comical way. No bad language should be heard.
7 - Game content with scenes or sounds that can possibly be frightening to younger children should fall in this category. Very mild forms of violence : implied, non-detailed, or non-realistic violence,
12. - Video games that show violence of a slightly more graphic nature. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild.
16 - This rating is applied once the violence (or sexual activity) reaches a stage that looks the same as in real life. The use of bad language in games can be more extreme, while the use of tobacco, alcohol or illegal drugs can also be present.
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 use of illegal drugs and of the simulation of gambling, and explicit sexual activity fall into this age category.
How is the video game industry regulated?
The video game industry is regulated by PEGI. The ratings range from 3 to 18 based on the type of violence and language used in the games. In games rated 3-7 there are mild form of violence showed in comical ways and no bad language, however, in games ranged from 16-18 violence reaches a stage where it becomes a depiction of gross violence or where it looks the same in real life. Fortnite is rated a 12. This is because it shows violence of a slightly graphic nature but it doesn't look the same as it would in real life. This makes Fortnite unsuitable for people younger than this because its not showed in a comical way and the guns and shooting sounds would be frightening to young children.
Technological Convergence : meaning you can access the game on loads of different devices ad technologies, like Fortnite where it can be played on Play stations, Xbox, Nintendo, PC.
Cross-media convergence : Meaning it crosses media platforms, like social media (youtube and twitch).
Collaborations : Lego, My hero academia, Stranger things, Jordans
Synergy : Media synergy is the collaborations of different media products or services to promote each other, or the impact of using a cross-media approach to engage an audience.Do Now
Wednesday, 16th October 2024
1. PEGI ✔
2. when you can access the game on loads of platforms and devices. ✔
3. Meaning it crosses media platforms like social media. ✔
4. the collaborations of different media to promote each other. ✔
5. 12, because it shows violence of a slightly graphic nature and it has loud noises that would frighten young children. ✔
Convergence benefits the Fortnite brand because it allows a larger audience across platforms. Fortnite does this by letting different platforms like Twitch, TikTok and Youtube to stream their game. Broadcast competitions on streaming platforms allow people to get more interested in the game in a battle scenario. Seeing their favourite streamers and you-tubers battle together provide entertainment. It also benefits them as you can switch platforms mid-game. Fortnite allows people to switch through devices which means if you don't have a console you could play on PC. This means that it can be used on the move no matter where you are where you can also talk to your friends. This link to the U&G theory where Social Interaction can be seen.
Synergy benefits the Fortnite brand because it creates a wider audience outside of gaming. This is done by collaborating with different brands, singers and games. This benefits them as it provides both collaborators with more money and can now also been seen from both points of view (people who prefer gaming, and people who prefer other things like music and brands). Synergy also keeps the game fresh with collaborations to release new media. Fortnite keeps up with the trends to make sure it will stay popular. This means that Fortnite appeals to different age gamers. Examples of this include LEGO for younger audiences and marvel for older. This links to Dyers star theory meaning that using celebrities will mean people will recognise them and want to see what they're promoting.
How do Video Games make money?
Lo : to explore how gaming industry is funded
All customers who purchase V-Bucks Packs or retail V-Bucks gift cards, buy real money transactions. The game is played, watched, and talked about obsessively by teenagers, celebrities, and athletes alike, which is the type of marketing muscle that allows Fortnite to make money, despite being free to play. Merchandise.
- The game gained 10mil players in the first 2 weeks following its launch.
- Its still very successful today.
Explain how Fortnite make money and how they have remained so popular.
Fortnite makes money through In game purchases, Merchandise, Promotion, Often collaborations and Gift Cards. Successful collaborations that have operated in Fortnite are Lego, Marvel, Jordans, DC and many more. Fortnite has remained popular with audiences by collaborating and updating frequently. These collaborations provide a wider audience outside of gaming and also keeps the game fresh. This also allows people who weren't gamers before to start playing due to their favourite thing being added in game.
Audiences
Wednesday, 6th November 2024
Lo : To explore the appeal of video games and how the industry targets different audiences
1. Navigation bars across the top, Main image and barely an writing , the Game collections, buttons directing you to the shop, sign in buttons, animated graphics.
2. all the games, the items you can buy including characters and emotes.
3. loads of collaborations, Snoop Dogg, lego, fall guys, Futurama, the weekend, Sabrina Carpenter.
4. chapter 2 remix, Fortnite festival season 6.
The Fortnite Audience
Fortnite has used a combination of addictive gameplay, media/technological convergence and marketing to target a diverse and varied audiences.
78% are male, 22% are female, 53% are 10-25, and 42% are in full time employment.
It appeals to younger audiences as its less violence and cartoony. the rise of Sports stars mainly consumed via streaming. Ninja, the most famous Fortnite played is ranked highest int eh world for social media interactions. The use of non-traditional gamer celebrities such as rappers and NBA athletes. Fortnite also uses 'seasons' with rumours and gossiping to appeal to everyone.
Do Now
Wednesday 13th November.
1. Fortnite makes money through In game purchases, Merchandise, Promotion, Often collaborations and Gift Cards. ✔
2. Collaborations that have operated in Fortnite are Lego, Marvel, Jordans and DC. ✔
3. Often updates, free to play and multi-player. ✔
4. Personal Identity, Information, Entertainment and Social Interaction. ✔
5. Unreal engine. ✔
Different audience groups
1. you-tubers
2. Fall guys - obstacle, younger audience, not aimed at gamers.
3. Lego - younger audience, simple, easy to understand and no violence.
4. Rick and Morty - Older audiences. comedic dark jokes, some violence.
5. music listeners - snoop dogg, ariana grande, eminem, bruno mars.
6. Fashion people - different skins, older audience.
Active Audience
- Engages with media messages by interpreting, evaluating and responding to them
- Game mode
- Select guns
- Work with others
- Build
- Design in creator
- Create games via unreal engine.
Passive Audience
- An audience that accepts media messages without questions and is more likely to be directly affected by them.
Fortnite and Uses & Gratifications theory
Fortnite - along with many other video games - could relate to the 'escapism' and 'catharses' (entertainment).
However, the collaborations nature of the gameplay could also provide social interaction.
The use of gamer and non-gamer celebrities could also relate to the search for role-models that contribute to personal identity.
Video games target the audience through collaborations and synergy. This can be seen in Fortnite by using music artists, brands and games which have an existing audience (for example Marvel, lego or fall guys) and bringing them together. One way video games target different audience groups are by using a wide range of age groups. For example lego is targeted towards younger audiences however, Marvel is targeted towards teenagers and older audiences. This promotes both Fortnite and the brand/game. Audience theory such as Passive and Active audience add onto this. This is because active players can promote the game even more, by wearing or creating something to do with the collaboration. Also the Uses and Gratification theory. This theory states that people will use the media for one of four reasons. Personal Identity, Information, Entertainment and Social Interaction. Through the creative part of Fortnite people have that escapism and freedom when they build and create. This can lead to engagement in the audiences media life. This links to the U&G theory through entertainment.
13/11- Great start here. T: 3 Theory needs to be explored more, active can be through the choices of game, and the collaboration which then leads to the merchandise and engagement elsewhere in the audience's media life.
Do Now
Wednesday 20th November
1. An active Audience is an audience that engages with media messages by interpreting, evaluating and responding to them. ✔
2. A passive audience is an audience that accepts media messages without questions and is more likely to be directly affected by them. ✔
3. U&G theory is that what people do with the media not what media does to people. This theory states that people will use the media for one of four reasons. Personal Identity, Information, Entertainment and Social Interaction. ✔
4. Collaborations, Synergy and relatable content. ✔
5. Unreal engine. ✔
Video Games : Exam Preparation!
Lo : To explore the possible exam questions for video games.
Who publishes Fortnite?
Epic Games
What PEGI rating is it and why?
Fortnite is rated a 12. This is because it shows violence of a slightly graphic nature but it doesn't look the same as it would in real life. This makes Fortnite unsuitable for people younger than this because its not showed in a comical way and the guns and shooting sounds would be frightening to young children.
what has made it so popular and how has technological development helped?
Fortnite is so popular because it collaborates with loads of different brands and artists to promote their games. It is also a multi-platform game meaning that you can now play on mobile which you couldn't do 10 years ago.
How is the game funded and why is this so successful?
The game is funded through merchandise, promotions and collaborations, In-game purchases and this is so successful because they are multi-platform meaning loads of people can see it.
Who the game targets?
10-25 male, however due to all of its collaborations it targets younger and older audiences.
What different elements of the game make it appealing to audiences?
All the collaborations with popular brands. For example Ariana Grande would be appealing to younger girls and Marvel would be more appealing to teenage boys.
What is the uses and gratifications theory?
U&G theory states that it is what people do with the media not what media does to people. This theory states that people will use the media for one of four reasons. Personal Identity, Information, Entertainment and Social Interaction.
Use the U&G theory to explain what audiences get from playing Fortnite. People get Personal Identity through the characters and things you could buy, Entertainment from playing the game, building and creating your own stuff and Social Interaction as its a multiplayer game where you can chat with people.
Sentence starter : Video Games use technologies to reach audiences by using convergence, synergy and collaborations. For example Fortnite...
DO NOW
Wednesday 11th December.
1. Active Audience - interaction with the content like comments and asks questions. ✔
2. Passive audience - doesn't interact with the media, like watching movies. ✔
3. That people will use the media for one of 4 reasons : Personal Interaction, Information, Entertainment and Social Interaction. ✔
4. Frequent updates. ✔
5. DEL. ✔
Improvement week.
16/10- Great start, 8/12- T: 2.try to include 3 reasons why convergence benefits the brand, follow the structure in the breakdown.
ReplyDeleteAlso I can't see your work, you need to change the layout/theme option, go to view blog and you will see what I mean.
13/11- Great start here. T: 3 Theory needs to be explored more, active can be through the choices of game, and the collaboration which then leads to the merchandise and engagement elsewhere in the audience's media life.
ReplyDelete