C1 Gaming

 Wednesday 18th September 2024

Do now 
1. magazines, games,TV, music, radio, newspaper, film,
2. phone, computer, internet, ipad, 

                            Video games

                          LO: to explore the history and context of video games.

                                              games                                       features

                            1970s: coin operated arcade games                 basic games, computer, consoles
                            1980s: consoles start to skyrocket in popularity           consoles, Nintendo, gameboy
                            1990s: console wars start and pc games begin                   internet games, sega, ps1
                             2000s: online play begins                                               xbox, playstation 
                             2010s: mobile and esports games grow in popularity,           xbox, phones, pc ps4
        

   USES OF GRATIFICATIONS

PERSONAL IDENTITY, INFORMATION, ENTERTAINMENT, SOCIAL INTERACTION.
                                                                                                                                
this theory states that an audience wil use a media form for either 1 of 4 reasons above

base line test: 

1. the reasons people play video games goes with the theory of uses of gratifications, people would play it for personal identity, information, entertainment and social interaction, 

2. people play games for entertainment because they might find it enjoyable or funny,

3.people play video games for personal identity for hobbies or in video games where you create a character/ characters.

4. people play video games for the use of social interaction, for example in some online games you can talk to people on a game called a 'party' where people chat online, or playing with friends online.

5. people play video games for the use of information, for example learning games will ned a certain level of knowledge to play successfully.

in conclusion i think that blumer and katz theory of uses of gratification is corrct because all of the uses listed on the theory, they all apply to video games.


DO NOW.                                                                                                       2nd october 2024

  1. Epic games
  2. 1991
  3. shooter/battle/action
  4. personal identity, information, entertainment, social interaction.                                                             a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.    

                            do violent video games make people more violent

                                             LO:   to explore the context of video games.  

                  prince harry:   harry thinks that fortnite is addictive, to keep you in front of the screen, he thinks it should be banned, i agree its addictive but to not ban it because its peoples hobbies,
              
                  healthcare triage:   he thinks that video games do not cause violence and they have no link between them, he said that children that have played violent games more had more aggressive thoughts, i agree with this because if you watch a violent film, you dont become aggressive, just like in video games.

                   media insider:  the media insider thinks that there are some forms of violent thoughts after watching the adults hitting the doll, they put 3-6 year olds in the same room and the children copied the adults by hitting the doll, this is what s called the banjuras theory, but he also explains that games and movies that contain some sort of violence, do not affect the reactions of people watching or playing them, the test is not quite accurate because the kids were most likely not acting their natural self because they are not at home and were surrounded by men writing down things on boards and paper, so they would be frightened and act differently to their normal, natural selves.


i believe that video games do not create violence, but create aggressive thoughts, the main targets or reasons people think this is games like fortnite, GTA, or any shooter game that contains some sort of violence, but this is just like reading a book that makes you sad, it creates a sad thought, but it does not  give you depression, just like games, makes aggressive thoughts but not violence.

1 comment:

  1. 18/9-Good knowledge of the theory. T: 2. more application of the theory to a text.

    ReplyDelete

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