C1 Video Games
Thursday 19th September 2024
Video Games
L.O To explore the history & context of video games
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1. the media forms include: magazines, film, radio, news, video games, advertising and tv.
2. You can access media on your phone, cinema, computer and magazine
PIES
Personal Identity
Information
Entertainment
Social Interaction
BASELINE TEST
1. Gratifications theory is
2. Entertainment - The pleasure audiences get from playing video games could be the interaction of playing and meeting other people, the game content is enjoyable etc. For example, Roblox have a range of games that you can play with other people and find the content that you enjoy.
3. Personal identity - Audiences might use video games to consturct there own identity because it makes it more personal to them making them find the game more enjoyable. For example, they may change there character, choose favourite colours etc.
4. Social interaction - Audience can talk to people using microphones/voice chat, simple messages etc. A example of a game that uses these characteristics is roblox.
5. Information - You can gain knowledge from playing video games because the game may be based on real life things or it could use mathematic, scientific etc things in it allowing you to gain knowledge whilst having fun.
Thursday 26th September 2024
do now
1. the acronym used for Bulmer and Katz theory is PIES
2. Personal identity
3. Information
4. Entertainment
5. Social interaction
Video game - Roblox
- Roblox is a wide platform video game where you can talk to people online whilst playing fun games.
- it is advised for ages 13+.
- Roblox has been around since 2006 created by David Baszucki.
- The game 'Roblox' was originally called 'Dynablocks'
- You can spend money to buy Roblox currency called Robux. This allows you to spend money on items for your characters, games, game passes, usernames, custom clothing and more.
- Roblox is free to play.
- You can create your own games on roblox (privately or publicly)
- in mid-2023 there was calculated 40million games in roblox
- Theres a roblox university
- The most popular game on roblox is 'Adopt me'
Character Profile: Roblox
Roblox is a wide platform video game created by David Baszucki. It is advised for ages 13+ and has been been founded since 2006, originally called 'Dynablocks'. Roblox is free for anyone to download/install. However, you can choose to spend money on a modern roblox currency called 'robux' - this allows you to spend money on items for your character, games, game passes, new usernames and more!
The game 'roblox' is a world-wide game and very popular. In fact in mid-2023 there was a estimated calculation of over 40million games (public).
Augmented Reality -
Using technology (for example a phone) to introduce digital elements (that you may not see in your lifetime) into your actual surroundings.
Video game audience statistics -
56% of millennials are active PC players.
45% of females play video games and 50% are males
CaseStudy: Fortnite
Exploring context
PEGI 3
PEGI 7
PEGI 12
Video games that show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild.
PEGI 16
This game rating shows violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. Bad language in games with a PEGI 16 rating can be more extreme, as well as the use of tobacco, alcohol or illegal drugs can also be present
PEGI 18
This 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 glamorisation of the use of illegal drugs and of the simulation of gambling, and explicit sexual activity may be present.
VIOLENCE symbol
The game contains depictions of violence. In games rated PEGI 7 this can only be non-realistic or non-detailed violence. Games rated PEGI 12 can include violence in a fantasy environment or non-realistic violence towards human-like characters, whereas games rated PEGI 16 or 18 have increasingly more realistic-looking violence.
Fortnite's PEGI rating is 12 due to frequent scenes of mild violence (non-realistic). - Parents are more concerned about addiction levels.
Exam question
How is the video game industry regulated? Refer to Fortnite to support your answer. [4]
PEGI regulates the video game industry, PEGI has different age ratings from 3-18. PEGI 3 is considered suitable for all ages with no bad language. PEGI 7 shows very mild scenes of violence yet still no bad language. PEGI 12 shows us slightly more violent of a slightly more graphic nature towards fantasy characters or non-realistic human-like characters. Any bad language must be mild. Then there is also PEGI 16 (which is expected to have more realistic looking violence, drug use and extreme language) and PEGI 18 (which is a lot more extreme including sexual scenes and gross violence as well as gambling and drug use). Fortnite however has an age rating of 12 from PEGI. The age rating was selected as 12 for Fortnite, due to frequent scenes of mild, non-realistic violence.
(each highlighted colour is where you could get 1 mark).
Technological Convergence - mixing together two different technology's
Cross media convergence - the mixing of two different medias for example magazine and film.
3 collaborations Fortnite has had are: Star wars, Marvel and Lego.
Synergy - Collaboration of different media products or services to promote each other, or the impact of using a cross-media approach to engage an audience. E.G Fortnite and lego
Thursday 17th October 2024
Do now
3. Cross media convergence - mixing of different medias
Thursday 7 November 2024
Audiences
Ways the website promotes engagement:
1. an active audience is the audience engaging in something
2. A passive audience is the audience observing something
3. uses and gratification theory: (PIES) Personal identity, information, entertainment, social interaction
4. Fortnite engages the audience by synergy and convergence.
5. DEL can help you structure your answer.
19/9- Good understanding of the theory, T: 1: add in some examples of Video games for Entertainment that show how the game is fun and exciting/addictive.
ReplyDelete14/11- Great explanation. T: 3 Theory the collaboration which then leads to the merchandise and engagement elsewhere in the audience's media life which fits to personal identity.
ReplyDelete