C1 Gaming

 Wednesday 18th September 2024

Video Games

LO/ 

To explore the history and context of video games

Do Now:

1. Magazines, social media, gaming, newspaper, film, music, marketing/ advertising, radio

2. You can access the media on the internet,  (in) shops, tv, posters on billboards ect cinema 


1970s:

- A big industry in the 70s, Atari, develops the table tennis game Pong and the Atari 2600 featuring a joystick,

- Text adventure games

1980s:

- Nintendo is created bringing us: Mario, Donkey Kong, Pac-man and a Nintendo game boy

1990s:

- Sega brings us Sonic the hedge hog

-Sony brings the playstation

- world of warcraft, zelda, and tombraider

2000s:

-Microsoft comes up with the Xbox

-Sims is first introduced

- The Nintendo DS

-Mobile games introduced e.g Angry Birds

2010s:

-Minecraft introduced

-Skylanders

Gratifications Theory:

The theory states that theres one of four reasons people will use the media:

P- Personal Identidy

I- Information

E- Entertainment

S- Social Interaction

PIES

Baseline Text

Explain why audiences play video games. Refer to the uses and gratifications theory in your response (12)

The gratifications theory is an idea in which refers to why us, as an audience, like to use the media, from one of four reasons; it consists of (1) Personal identity, (2) Information, (3) Entertainment, and (4) Social interaction.

People might like to play video games in terms of personal identity. You might do it because you feel you express more of yourself online, or you like playing them because it helps you find your own identity. Like, Animal Crossing: New Horizons, people can create, customise, and interact with the things around you giving you the opportunity to express and style the way you like. Another reason is information- you look for intel and real situations rather than fictional scenarios e.g Minecraft helps you understand and or learn how to do a number of different things in a digital format. A lot of people may just like gaming as a form of entertainment, as if for laughter, excitement, fear, drama ect; Life is Strange as an example, its sentimental and gripping story-line keeps you immersed and insistent for more. Social interaction in video games might be if you prefer digital to physical socialising, or you  just like it as a way to interact and have fun with friends (physical or digital) and family; e.g. Fornite is a game where you can team up and or go against your peers in combat.


Wednesday 25th September 2024

Do now:

1. PIES.  Y

2. Information Y                                                            Y= correct

3. personal identity Y

4. entertainment Y

5. social interaction Y


18/9- Great start here with the theory and e.g. T: 1. Cover more of the PIES application to the e.g.- 

( I did the other three areas at home)



1. People can play on mobiles, computers, consoles ect

2. because they are easy to access and with the growing years it becomes easier to play games you'd typically play on a console, pc or computer on a mobile device

3. They have grown in popularity

4. 

5. Augmented reality is where you combine the real world with computer-generated 3D content. This content


77% of gen z and gen alpha are console players.



Case study: Fortnite

LO/

to research the case study and explore the context of video games 

Fortnite-

1. Epic Games is the company that owns and produces Fortnite.

2. Fortnite was first announced in 2011, launched in July 2017

3. It has made 5.63 billion dollars

4. - Fortnite festival, LEGO Fortnite, Fortnite creative, Party Royale

5. Fortnite does not have a legitimate storyline, its a game where all the players on this island fight with the weapons they find scattered around different places, as they all slowly get cornered in the middle of the island by a storm.

6. It is an online, survival game ( Battle Royale), but also has a mix of construction within

7. We see different content made by people who play Fortnite and people who work with Fortnite, sometimes distributing content from a main account ( e.g. Tik Tok, Instagram, Facebook, Twitter, Youtube ect)

8. You can play solo, duo or squads- which allows over 100 players to team up together

9. 

10. Social interaction, personal identity, entertainment, information


EPIC GAMES

- Epic games originally started in 1991 by Tim Sweeney and run from his parents house




Do Now:

1. Tim Sweeney (epic games)

2. 1991

3. online survival with a mix of construction

4. Personal Identity, Information, Entertainment and Social interaction

5. Augmented reality is an interactive experience that combines the real world with 3D computer-generated content. The content can span multiple sensory modalities.


Wednesday 2nd October 2024

Exploring content

LO/

To explore the content of video games

BIG question: Do violent video games make people more violent?

1. Prince Harry talking about Fortnite

-" Its created to addict" and made to keep you in-front of a screen

-'should be banned'

I sort of agree, but it can be any game that is addictive; getting rid of Fortnite is just getting rid of one of hundreds of other games in the media that results in addictive players, so I think the idea of banning it may be a little pointless as other games can obviously be made to copycat and or replace it. But he does make a point into how video games can make unhealthy addictions in young people.

2.YouTube channel: Healthcare triage

- Some data shows 'fewer hostile feelings and less depression' 

- That there is 'no link between violence and video games'

-The main point is ' violent video games did create violent thoughts; but did not make you act on them'

I agree with the points he make, violent video games do create violent thoughts but do not create violent actions, just like how a sad book does not stir depression. Although it is also corract that you should not be giving violent and graphic games to very young children; I think this is the fear of normalising violence?


3. Media insider- Bandura and video games

- The test is called 'Bandura's Theory'

- The children aged 3 to 6 playing with bobo dolls

-  The 'Copycat theory'

I agree because it is very true that children and a very young who may have not even started basic schoolwork yet will mimic the actions of people around them, just like how they might with their parents. At such a young age, with no sense of maturity or rational thought yet, copying what they are shown or instructed to them is what they might think they are supposed to do. Although i don't think this applies to all children, especially older and more capable children who can tell the difference between what is wrong and right. 

Do video games create violence?

1. I believe video games can create violence if we're not careful about who we give the to and how much time we take from people by playing it; like in Bandura's theory 

2. The main points for



Do Now:

1. Bandura

2. It creates violence

3. It's addictive and keeps you glued to a computer screen

4. It has expanded onto a wider audience e.g. more people from newer generations play video games Higher expectations of games

5. Buying things on the game and Advertisement (How do companies make money from free to play games?: )


Wednesday 9th October 2024

Regulation

LO/

to explore how video games are regulated

PEGI regulates video games ( age rates)


PEGI 3:

-This is suitable for all ages, and should not display anything to frighten young children



PEGI 7:

-Mild forms of violence is accepted






PEGI 12:

-More graphic; sexual innuendo or postering allowed; bad language must be mild


PEGI 16:

- Violence or sexual activity reaches a stage where it would look in real life; tabacco, alcohol, illegal drugs can be present


PEGI 18:

-Violence presented as gross or disturbing is consented; the glamorisation of drugs, simulation of gambling, explicit sexual activity; and motiveless killing or violence towards defenceless characters fall into this category.




How is the video game industry regulated? Refer to Fortnite in your answer [4]

The video game industry is regulated by PEGI (Pan, European, Game, Industry), the games are regualated by five different categories: rating 3 is suitable for all ages; rating 7 has very mild violence but not at all graphic; rating 12 allows violence of a more graphic nature towards human-like characters, mild language and minor sexual innuendo; rating 16 violence or sexual activity reaches a stage where it would look in real life, tabacco, alcohol, illegal drugs can be present; rating 18 reaches a gross violence and an extreme adult classification. Fortnite is rated 12 by PEGI this is because the graphics are still cartoonish onto the human-like characters, but violence




Technology


Technological convergence:

The mixing of two or more different technologies e.g. playing Fortnite on a smartphone but also playing it on a Playstation.

Cross-media convergence:

The mixing of two or more social media platforms e.g. Fortnite being a game presented on both Tik Tok and YouTube.


Fortnite collaborations: Marvel, DC, LEGO,  popular YouTubers, Jordan


Synergy:

A collaboration of different media products or services to promote each other



Do Now:

1. PEGI regulates video games

2. The use of two or more devices/ technology to platform or play something

3. The use of two or more media platforms

4. Synergy is the collaboration of different media products or services to promote eachother

5. Fortnite is rated 12 by PEGI because of its cartoonish graphics but still violent actions and objects


Wednesday 16th October 2024


Explain how convergence and synergy benefit the Fortnite brand [12]

Convergence: The merging of two or more different things

-Different platforms= reaches wider audience

- Wider audience= via promotion e.g. game+ stream (Tik Tok, YouTube ect)

- Brands = e.g. Jorden. Benefit: promotes both products

The benefit is ALWAYS for more money.


Convergence benefits the Fortnite brand in several ways. Convergence allows a larger audience across platforms, for example a smartphone player and an Xbox player can both play at the same time on the same game, creating a larger profit. You can switch platforms mid-game, and can be used on the move; this allows players to spend more time on the game - giving the brand more profit. And lastly, it can be broadcasted on streaming platforms and YouTube, this advertises the game to more audiences, making more profit. Convergence links to the gratifications theory in Fortnite with social interaction- chatting and spending time with people online.

Synergy benefits the Fortnite brand by creating a wider audience outside of gaming; this  advertises Fortnite and the other game to larger audiences, in return getting more peope to play the game, and making more profit. It keeps the game fresh with collaborations, meaning it lets the game keep up with new media


How do video games make money?

How does Fortnite make money?:



- merchandise collaborations ect

- micro-transactions= where players pay for weapons, costumes, and game upgrades rather than 'grinding through'

 

Fortnite's cinematic trailer, released in 2017:

The campaign reached 150 million people, in two weeks 10 million were playing


Explain how Fortnite makes money and how they have remained so popular:

Fortnite was released in July 2017, to promote it, they released a cinematic style 'trailer'; it had 10 million players in the first two weeks. Since then, they continued to advertise the game in different ways (still continuing to make the same cinematic trailers), including collaborations- reaching new and wider audiences e.g. Ariana Grande did a collaboration with Fortnite to gernerally reach a larger female audience; they also cross media and technology convergance to reach wider audiences and to get players playing more Fortnite. The game has remained and grown in popularity over the years by adding more in game items, more collaborations, and, overall- keeping up with the medias pace by growing their game. Fortnite makes money with mainly micro-transactions- paying for in game weapons, costumes, upgrades ect; but it also makes money with merchandising, physical copy's of the game.

 Synergy is also beneficial to the Fortnite brand, for example, with the use of synergy Fortnite can reach a larger audience outside of the gaming community; this can earn more users meaning more money is earned for the brand. Synergy keeps the game fresh with new collaborations, they do this to make sure the game is not going old, making sure Fortnite is still a game with its time and so people will continue to play and so the audience grows. And lastly, synergy helps Fortnite appeal to different types of gamers, specifically ones of different ages; e.g. Fortnite is a game that has collaborated with LEGO, a toy typically made and targeted at young kids




Wednesday 6th November 2024

Audiences

LO/

to explore the appeal of video games an how the industry targets different audiences.



1. The website has multiple main images, a top bar tags demonstrating the main topics, mainly being images(less work + more appeal), uses animated graphics, use of imperatives and exclaimatives

2. The products we see are music, game-passes,

3. Different collaborations include Snoop Dogg (rapper), LEGO, multiple other rappers in the music industry

4. N

-uses other 'features' like competitions and merchandise


Who are the Audience? (statistics=)

78% is male, 22% is female

53% is 10-25, 42% is in full time employment

Younger audience= less violence

eSports stars= 

Ninja, most poplar Fortnite player=

non-traditional gamer celebraties e.g. rappers and NBA athletes=


Do Now:

  1. Fortnite makes money by in-game transactions, advertising, and merchandise
  2. A collaboration in Fortnite is where they converge their game with another product, person, brand, etc ( e.g. Marvel, Lego )
  3. Fortnite continues to update their game with new products, collaborations etc, to 'keep up' with the wider community of the media + its free to play + synergy keeps it fresh
  4. PIES = Personal identity, Information, Entertainment, Social interaction
  5. Epic Games uses Unreal engine as their software


Wednesday 13th November 2024





Fortnite collaborations 
  • Ariana Grande - aimed at female audience 
  • Marvel - aimed at pre-teen or teenagers ( maybe some adults)
  • LEGO - made for the younger audience (less violence); pre-existing characters attract audience
  • Star Wars
  • Sony's Marvel?
  • Snoop Dogg - Older audience 
  • Fall Guys - younger audience ( less violence)
  • a couple of different Anime? - probably aimed at people in another media ( teenagers and adults)
  • some different basketball players ( Lebron ?)
  • Rocket league - aimed at their typical audience (possibly older)
  • Eninem( how do you spell this?)-  Targeted at older audience 


Active Audience:
An audience that engages with media messages by interpreting, evaluating, and responding to them

Passive audience:
An audience that accepts media messages without question and is more likely to be directly affected by them

Fortnite has an ACTIVE audience, as:
  • It is an interactive, collaborative game that hands you decisions to make 
  • you can create and build 
  • You can also create your own games: Epic Games have made their operating system Unreal Engine available to encourage the new generation of game creators 


applying audience theory 2-
 
PIES (in Fortnite)

Personal identity:
You might play Fortnite because someone you admire and look up to has collaborated or played the game themselves; the customisation could also speak to you; or creating your own game 

Information:
Information does not show up a lot in Fortnite; 

Entertainment:
People may play Fortnite in boardom, catharsis or really just escapism

Social Interaction:
Social interaction in Fortnite is a big thing because in game you are constantly interacting with other people- obviously this counteracts with different game modes but the main game is battle royale which forces you to defend, fight, and sometimes, team up with other players


1. Collaboration (synergy)
  • Convergance- social media+ increase in audience 
  • Creative - designing, building own games

Video games try to target different audiences- online or offline- to expand their community and keep the game 'fresh'. One way they do this is collaboration , formally known as synergy; collaboration/ synergy is where two brands or people (in this case games) converge their products, promoting eachother and giving the other a wider audience.

Fortnite has done a number of different collaborations, for example, Fortnite targets a younger audience with convergances like Lego and Fall Guys: this is done by making the game less violent ( PEGI 7 specifically), and adding characters the audience recognises.  Though Fortnite also targets older audiences e.g. collaborating with the rapper's Snoop dogg and Eninemn




Do Now:
  1. people who engage with the content e.g. making decisions, questioning the content
  2. people who take in the content* without question or thought *media messages
  3. The gratifications theory is PIES (personal identity, information, entertainment, and social interaction), it helps section the purpose of media into 4 categories
  4. Fortnite engages the audience with synergy and convergence giving them decisions to make, physically making you in control of your actions 
  5. Epic games software is Unreal engine
Wednesday 20th November 2024


PURPLE
Video games try to target different audiences- online or offline- to expand their community and keep the game 'fresh'. One way they do this is collaboration , formally known as synergy; collaboration/ synergy is where two brands or people (in this case games) converge their products, promoting eachother and giving the other a wider audience.

Fortnite has done a number of different collaborations, for example, Fortnite targets a younger audience with convergances like Lego and Fall Guys: this is done by making the game less violent ( PEGI 7 specifically), and adding characters the audience recognises.  Though Fortnite also targets older audiences e.g. collaborating with the rappers Snoop Dogg and Eninemn, is popular with some of the older generations.

The audience theory applies to Fortnite largely with social interaction ( along with a little personal identity and entertainment), this is because Fortnite is mainly marketed the biggest multiplayer action game; you can play with family, friends, or even meet new people to team up with. Entertainment is also a big appeal to a lot of the community, as Fortnite is a game that keeps you from being bored and instead engaged and active.

Video Games: exam preparation
LO
To explore the possible exam questions for video games

2)Identify one audience for Fortnite.
-Young, male audience
3) Explain two ways in which Fortnite is aimed at the audience you have identified.
-Collaboration + example

Fortnite Revision:audience
Who publishes Fortnite?
Epic Games
Who regulates Fortnite?
PEGI
What PEGI rating is it and why.
It is a PEGI 12 because it contains cartoonish violence, and isn't explicit or too graphic.
What has made it so popular and how has technological development help?
Fortnite has been able to be and stay so successful  thanks to the many collaborations and audiences it targets; technological advances has allowed Fortnite to cross-technology and allow more people to access the game by different devices
How has the game funded and why is it so successful?
Fortnite mainly gets funded by in game purchases, but it also gains its money from advertisements. It is so successful because, for one: it is a very accessible game with the many devices you can play on; Fortnite targets a multitude of different audiences





Explain how video games use technologies to reach audiences, refer to Fortnite in your response [12]

(D) Describe the technology used by Fortnite : Switch platforms (e.g. phone to PC)
(E) Explain how this appeals to audiences
(L) Link back to Fortnite success

  1.  YouTube channel/ social media 
  2. E-sports stars : Ninja (PERSONAL IDENTITY)
  3. celebrity collaborations- Ariana Grande, Snoop Dogg (PERSONAL IDENTITY)
  4. Website- collaborations
  5. Competitions- advertised on website and streamed on twitch

Do now: 
  1. where an audience engages and questions the content
  2. where the audience that engages with the media messages with question
  3. Personal identity, Information, Entertainment, Social interaction
  4. How does Fortnite engage the audience?: Synergy, convergence
  5. How to structure answer: DEL.    
Wednesday 11th December 2024
Improvement


D: your point ( collaborations, skins, merchandise for Fortnite )
E: evidence and explain what audience this attracts
L: uses and gratifications theory and how this appeals to audience


EXAMPLE PARAGRAPH:
D: Fortnite uses skins as fashion statements for players.
E: Fortnite collaborations with popular shows such as Family Guy which has been used to produce skins. This appeals to the audience who are interested in the show, this attracts an older teen audience.
L: This links to the audience theory of uses and gratification. The audience can find personal identity through the Family Guy skins. This allows the audience to demonstrate their identities interests as humorous as the show.

Comments

  1. 18/9- Great start here with the theory and e.g. T: 1. Cover more of the PIES application to the e.g.

    ReplyDelete
  2. 16/10-Great work, 8/12- T 1.try to include 3 reasons why synergy benefits the brand, follow the structure in the breakdown.

    ReplyDelete
  3. 13/11- Great response with natural flow and clear examples. T: 3 please include some audience theory, which one suits what your game is showing best?

    Also synergy is a media term which means collaboration.

    ReplyDelete

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