C1 Video Games

                                                                                                                       Thursday 19th September 2024

Video Games

L.O To explore the history & context of video games

Do now

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

1. 'Epic Games' produces Fortnite

2. Fortnite has been around since 2017, July.

3. Fortnite makes roughly £2,739,276 every day. 

4. Epic operates one of the world's largest games, Fortnite, which is a vibrant ecosystem of social entertainment experiences including first-party games like Fortnite Battle Royale, LEGO® Fortnite, Rocket Racing, and Fortnite Festival, as well as creator-made experiences.

5.  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.

6. Fortnite's genre is survival, battle and sandbox



                                                                                                                      Thursday 3rd October 2024
Do now
1. Epic games
2. 15th January 1991
3. survival, battle, gun, build game
4. Personal identity, information, entertainment, social interaction
5. Using technology  to introduce digital elements into your actual surroundings.


                                                  Exploring context

                                 LO. To explore the context of video games.


The BIG question - Do violent video games make people more violent?

The main points in the video are that Fortnite is irresponsible and Harry wants it banned. This is due to his beliefs - he believes  that the game is designed to be addictive as people play it for a long period of time and is therefore unhealthy.
I partly agree and disagree because although people are getting addicted towards the game 'Fortnite', there are other people who wouldn't get addicted. It can give people a chance to be more social without going outside if they cant/dont feel like it. Although the idea is good I do not believe it should be banned and we should find another way to resolve the issue for anyone that is addicted to the game.

Healthcare triage on video games
The main points are violent games could give you violent thoughts but your behaviour uisnt impacted, there were also shown to be less hostile feelings if you were used to playing violent video games and that cencorship/ban is not the way forward.
I agree with this because 

Media insider - bandura and video games
The main points are were that it was a bodo doll experiment , they watched children hit a doll. When they left the doll    
   
                                                                                                                    Thursday 10th October 2024
Do now
1.  Bandura did the experiment with the Bobo dolls.
2. The argument to ban video games is that its addictive .
3.  Another concern is that its unhealthy and violent.
4.  Higher expectations of the games has happened as result of technological advancement
5. Companies make money from free to play games on smartphones by adverts and in game purchases.

Regulation
L.O To explore how video games are regulated

Pegi regulates  video games

PEGI 3

The content of games with a PEGI 3 rating is considered suitable for all age groups. The game doesn't contain anything with sound/pictures that frighten children.


PEGI 7 

Very mild forms of violence (implied, non-detailed, or non-realistic violence) are in games with a PEGI 7 rating. No bad language

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

1. Pegi regulates video games.
2. Technological convergence - mixing of different technologies

3. Cross media convergence - mixing of different medias

4. 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.
5. Fortnite age rating is 12 due to mild violence frequently.
Convergence benefits the Fortnite brand because it allows Fortnite to have a wider audience across platforms this means that Fortnite will become more popular with different ages and genders giving Fornite more money and advertising. As well as this, you can switch platforms mid game therefore, it is easier to play even when in different locations/moving which could also make the game more popular and practical. Lastly, broadcast competitions on streaming platforms and youtube could potentially engage more players to play as they may believe that the game looks super fun to play. The previous reasons benefit fortnite as it will make more money for them to spend on personal use and updates on the game, keeping the audience engaged.
Synergy also benefits fornites brand because it creates a wider audience outside of gaming as it can connect artists (singers etc) to it, this may make others want to play because of a certain person that has been promoted on it. It also appeals to different age gamers e.g lego and marvel, which means the amount of players wll go up funding more money as they buy purchases and play.
How do video games make money?                                                                                                              LO. To explore how the gaming industry is funded
Battle Royale is free to play however it makes money. It is funded through in app purchases  where players pay for weapons, game costumes and game products (micro transitions).
games as services, micro transitions, merchandise & licensing deals, and crew unsubscriptions
Collaborations 
Fortnite has collaborated with  lego
E-sports & Events is another way they make money                                                                                Fortnite world cup was first held in 2019
Ariana grande - virtual shows on the game, teaser trailers, posts on twitter instagram and facebook, in game purchases new items on website explaining how to play

explain how Fortnite make money and how they have remained so popular.
Fortnite make money by in- app purchases (micro-transitions), battle passes, weapons, crew subscriptions, merchandise and licensing deals. All of these advertise a range of ages making something for everyone. They also make money by convergence and synergy. Collaborations have been made by many people/games in the past. Including Ariana grande which will engage a wider audience and add limited edition items.

                                                                                           Thursday 7 November 2024

Audiences

  1. On the Fortnite home page, there is a cartoon image of a real-life character (collaboration)                2. If you scroll down, it shows multiple products that you could buy.                                                          3. The collaborations you can see on the homes page include Eninem, lego and snoop dog.                      4.  News wall: 6 pieces of news; Bringing back a previous season due to the game players enjoying it showing that they listen to the audience, keeping there players engaged and even new releases/collaborations.                                                                                                                                 5. you can interact by signing in, purchasing items, reading new information etc.                                    6. advertises well e.g 'the crew' making players feel as if they would miss out if they didn't purchase it, they also made it look appealing to viewers and stated that it was 'the ultimate offer'

Ways the website promotes engagement:

The words 'images and graphics' as well as the use of imperative encourage people to play the game. 
a range of the latest news on the game is provided to you on the website
   It adresses the audience in role
They add features including competitions and merchandise
Fortnite's players: 78% male, 22% female, 53% are 10-25 and 42% are in full time employment.


targets younger audience, using seasons and non-traditional gamer celebs such as nba athletes and rappers, ninja is most famous fortnite player
                                                                                                                     Thursday 14th November 2024
Do now
 1. Fortnite makes money by using in-app purchases                                                                                 2.  working with another celebrity                                                                                                                 3. They have new collaborations, seasons, social media.                                                                           4. PIES stand for personal identity, information, entertainment and social interaction                               5. Unreal engine 
Different Audiences
teenagers, children, adults
Applying audience theory #1
active - doing/engaging in something e.g video games are active.                                                            Passive - observing (and not engaging) e.g watching a programme/film on tv is passive.
Fortnite is active because you're engaging and can control your character, you can purchase new skins which can change the appearance of your character, interact with live events youtube - comment,  you can select guns, build (- choose what u build, choices) etc.
Applying audience theory #2
uses & gratification (pies - personal identity, information, entertainment, social interaction)
Personal identity - Collaborations - appeal to fans.         
Information -
Entertainment - escapism, killing other gamers in game, acting as another person, tense and exciting
Social interaction -  Play with people, friends or even make new friends     
Video games target the audience through collaboration. For example, Fortnite has collaborated with many people and companies such as Ariana grande or lego. Fortnite attracts new audiences by using collaborations as many people would be interested if there favourite singer, company, person etc was involved and so do other video games. When Fortnite chose to collaborate with Ariana grande it may have attracted more females to play or look into the game creating a wider audience of players. When lego collaborated with Fornite it would have attracted younger and older children showing that the game is friendly for each person, shaping the game and adding more of a wider audience. This links to personal identity as it appeals to new fans.
                                                                                                                     Thursday 28th November 2024
do now
1. An active audience is the audience doing/engaging in something.
2. A passive audience is the audience observing.
3. The uses and gratification theory is personal identity, information, entertainment and social interaction (PIES).
4. Fortnite engages the audience by having  new seasons and frequent collaborations and synergy and convergence.
5. The game software epic games owns is unreal engine.
Video games: exam preparation
1. epic games publish fortnite
2. Fortnite is PEGI rating 12 because there is violence however, its cartoon and no gambling etc
3. 
4. It is funded through in app purchases

1.  The game targets people aged 12-25
2.  The different elements of the game that make it appealing to audiences is synergy, convergence
3. The uses and gratification theory is personal identity, information, entertainment and social interaction (PIES).
4.  Fortnite audience gets from playing the game is creating new friends by playing with others. You can change your character's looks and name without anyone knowing, become entertained.
D: Video games use technology to target audiences by allowing different platforms to play Fortnite. It also allows multiply people to play together without needing to use many advices.
E - This technology appeals to the audience as it makes it more accessible to everyone.
L - Fortnite appeals to reaches audiences because they use many things. For example, youtube channels and social media help to promote the game. They also create collaborations with celebrities  and famous companies e.g lego and Ariana grande.

                                                                                                                  Thursday 12th December 2024
do now
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.
Synergy is the collaboration of media products for example a collaboration with Fortnite would be Travis Scott, this enabled to have a mutual production and a wider audience, allowing them to gain more money.




Comments

  1. 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.

    ReplyDelete
  2. 14/11- 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

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