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.



do now                                                                                                                 9th october 2024  

  1. bandura
  2. it causes violence, 
  3. addiction
  4. games have become more realistic,
  5. advertisements, perks,
  

                                           regulation 

                              LO: 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 should not contain any sounds or pictures that are likely to frighten young children. A very mild form of violence (in a comical context or a childlike setting) is acceptable. No bad language should be heard.


PEGI 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) are acceptable for a game with a PEGI 7 rating.

PEGI 12

Video games that show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters would fall in this age category. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild.

PEGI 16

This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. The use of bad language in games with a PEGI 16 rating can be more extreme, while the use of tobacco, alcohol or illegal drugs can also be present.

PEGI 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 glamorisation of the use of illegal drugs and of the simulation of gambling, and explicit sexual activity should also fall into this age category. 


The PEGI content descriptors

VIOLENCE

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.​

BAD LANGUAGE

The game contains bad language. This descriptor can be found on games with a PEGI 12 (mild swearing), PEGI 16 (e.g. sexual expletives or blasphemy) or PEGI 18 rating (e.g. sexual expletives or blasphemy).

FEAR / HORROR

This descriptor may appear as 'Fear' on games with a PEGI 7 if it contains pictures or sounds that may be frightening or scary to young children, or as 'Horror' on higher-rated games that contain moderate (PEGI 12) or intense and sustained (PEGI 16) horror sequences or disturbing images (not necessarily including violent content).

GAMBLING

The game contains elements that encourage or teach gambling. These simulations of gambling refer to games of chance that are normally carried out in casinos or gambling halls. Some older titles can be found with PEGI 12 or PEGI 16, but PEGI changed the criteria for this classification in 2020, which made that new games with this sort of content are always PEGI 18.

SEX

This content descriptor can accompany a PEGI 12 rating if the game includes sexual posturing or innuendo, a PEGI 16 rating if there is erotic nudity or sexual intercourse without visible genitals or a PEGI 18 rating if there is explicit sexual activity in the game. Depictions of nudity in a non-sexual context do not require a specific age rating, and this descriptor would not be necessary.

DRUGS 

The game refers to or depicts the use of illegal drugs, alcohol or tobacco. Games with this content descriptor are always PEGI 16 or PEGI 18.

DISCRIMINATION

The game contains depictions of ethnic, religious, nationalistic or other stereotypes likely to encourage hatred. This content is always restricted to a PEGI 18 rating (and likely to infringe national criminal laws).

-GAME PURCHASES

The game offers players the option to purchase digital goods or services with real-world currency. Such purchases include additional content (bonus levels, outfits, surprise items, music), but also upgrades (e.g. to disable ads), subscriptions to updates, virtual coins and other forms of in-game currency.


how is the video games regulated ? refer to fortnite to support your answer. (4 marks). 

the video game of fortnite is represented to the public by PEGI as a 12, it is presented as a 12 because it contains guns and violence towards other players, the aim of the game is to be the last one standing by killing the other 99 players by shooting them to death, or hitting them with axes or abilities, it is a PEGI 12 because it shows violence to unrealistic fantasy characters ( skins ), unlike PEGI 16 that contains violence to real-like characters, PEGI 7 or 3 because they should not contain any violence at all, so fortnite is fairly rated as a PEGI 12.

                                    technology  

                                 LO: to explore how technology has advanced gameplay.

 technical convergences is were the game is cross play/ cross platform, this is how xbox players can play with playstation players and pc players,

cross media convergence is where the game is on different entertainment/ social media websites like youtube, tiktok, twitch, instagram, facebook,

3 fortnite collaborations: family guy, marvel, you-tubers, 

synergy is the collabs of different media producers or services that promote each other.

do now                                                                                                                  16th october 2024 

  1. PEGI
  2. how people play with different platforms
  3. when the game is on social media websites
  4. the collaborations of different media producers or services that promote one another
  5. PEGI 12 because it contains mild violence.

                                         

               convergence benefits the Fortnite brand because if they are constantly getting fresh updates, it gives the game more exposure and if the game has more exposure, more people will play the game and if more people play, they generate more income from the game.                                                                   on the game of Fortnite it is accessible on most devices, and since the game is free on all platforms, more people will play it, and if you are not at home on your devices, it is accessible on mobile phones, this benefit's epic cause if more people play and buy more skins and perks, the game will generate more income.                                                                                                                                                           another way of income from Fortnite is live streams and live competitions, on multiple streaming platforms, this is an advantage for epic games cause it will be accessed to more people worldwide and generates more players. this proves that convergence benefits fortnite cause it expands their brand and makes players play it and get more money from the game. 


synergy benefits the fortinte brand because it keeps the game fresh and it reaches out to a larger playing age and audience,

one reason synergy benefits the fortnite brand is it creates a wider audience 

               how do video games make money? 

convergence benefits the Fortnite brand because it allows it allows a larger across platform this means more people on different devices will easily play

  • advertising
  • subscription
  • microtransactions
  • in-game advertising
  • in-app purchases
  • data monetisation
  • merchandising
  • in-game merchandising
  • freemium games
  • collaborations
150 million users was reached rapidly, and in the first 2 weeks it reached 10 million players.

Fortnite has generated all the money made from the game has mostly come from in-app purchases and collaborations with other brands, but Epic games have made money by crew subscriptions, merchandise like clothes, bags or bottles, and licensing deals,  some examples of collaborations that were very successful were marvel, star wars, anime, and pop singers, these collaborations helped Fortnite expand to different audiences and get more players. this is one of the reasons al well why the game is still very popular today.



                                                                                                                 6th november 2024        

                                           audiences 

                  LO: to explore the appeal of video games and how the industry targets different audiences.

  • appealing images
  • item shop
  • new skins ( snoop dog, shaq)
  • news and new modes, listening to the audience,
 most of the players of fortnite are children or the unemployed because it costs nothing to play and can play the game on most platforms, males: 78% females : 22%, 53% are 10-25 years old and 42% are in full time employment, Fortnite targets their audience by making the game free to play and on many platforms, this makes the game easily accessable, this is easy for the younger audience to play the game, the game is also targeted by new audiences by the upcoming rise of Esports stars/ streamers, like ninja, this will appeal more players to play the game if they enjoy his content about Fortnite


Do now                                                                                                                  13th November 2024

  1. skins, passes
  2. family guy
  3. the game gets frequent updates to keep players playing, and the games free.
  4. personal identity, information, entertainment, social interaction.
  5. unreal engine

  
                               aimed at younger people, less violence, more obstacles, 


                         different audience groups  

 passive audience- an audience that accepts media messages without question and is more likely to be directly affected by them.

Active audience- engages with the media messages by interpreting, evaluating, and responding to them.

game made, select guns, work with others, build, design in creative, create games via unreal engine at a cost, this is examples of why Fortnite has a active audience.

 

                                     theory 2  

Fortnite relates to the word 'escapism' and catharses entertainment, however the collaborative nature of the gameplay could also provide a social interaction, the use of gamer and non-gamer celebrities could relate to the search of role-models that contribute to personal identity, this could be linked to Dyer's star theory.
 
question.
video games target the audience through collaborations, collaborations is one of the main sources of Fortnite's overall income, this is the reason why there has been so many over the years, the more the collaborations Fortnite do, the more audiences the game attracts to play. This can be seen on Fortnite in the item shop where it is advertised in a very persuasive way to make the player buy the bundle or item to give Epic games more money, for example, when Fortnite makes a collaboration with a brand such as marvel, they will release marvel themed items in the shop, such as skins related to the marvel characters and weapons. This will appeal to marvel fans to play the game and buy the marvel themed skins or items, which makes the audience an active audience because they are engaging and purchasing. This can also link to their offline life where they can actively choose to purchase merchandise. 

do now.                                                                                                                      20th November 2024                      

  1. engages interprets and responds to a media text, comment on the product
  2. audiences which accepts messages without response/ challenge
  3.   asserts that people use media to gratify needs and wants for the audience
  4. synergy convergence
  5. unreal engine                                         
        

                                          video games: exam preparation  

                                           LO: to explore the possible exam questions for video games.


                                          
  1.   Epic games published the game Fortnite.
  2. A PEGI rating determines what age group the game is suitable for, Fortnite's PEGI rating is 12, because it contains cartoon violence.
  3. Convergence has made the game so popular because of collaborations, this keeps the game fresh to a wider audience.
  4. Fortnite is mainly funded by in-game purchases in the item shop, or passes, the item shop contains mainly skins, emotes, weapons, and limited time bundles, this keeps the game fresh for the players.
  5. Fortnite targets many different audiences, but the game mainly targets young men, (12-18).
  6. the different elements to the game that introduce a new audience is different game modes, or limited time skins or weapons that are relevant to the new target audience.
  7. people choose a game or media because to appeals to the target audience, or they expect that type of media.
cross media convergence: when the game is shown on multiple different social medias
synergy: collaboration of two or more media products or services

video games use technology to target their audience by being on streaming services/ apps, like youtube, TikTok and twitch, they can watch esports streamers play the game. this will make the target audience want to play fortnite. this will promote the game and will make more money than other games.


DO NOW.                                                                                                                   11th December 2024

  1.  An audience that engages with media messages
  2.  An audience that does not respond to media messages
  3. PIES
  4. synergy convergence
  5. DEL


                               IMPROVEMENT WEEK  


work is on word document
               
                   

3 comments:

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

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

    ReplyDelete
  3. 13/11- You need to follow the structure of the sentence starters to answer the question Alfie. Have a go at this again please.

    ReplyDelete

course structure

                                                                                                                           friday 13th septe...