C1 Video Games

 Wednesday 18th September

Video Games

Lo: To explore the history and context of video games


Do Now 2/2

1) Media forms are print media, social media, television, books, magazines, digital media.✓ Radio, video games, news.
2) You can access the media online, from magazines, film trailers, everyday life ( posters, billboards, advertisement)✓ Cinema


Decade                 Game                              Features 

1970s-       Space Invaders                    Attacking aliens, caused a shortage of coins

1980s-      Mario Brothers                    Mario becomes world wide

1990s-      Sonic                                   Hero for Mega drive

2000s-      Sims                                    Simulation game

2010s-      Fortnite                               The game earned $2.4 billion

Uses and Gratification Theory

- Formed by two men named Blumler and Katz
- What people do with the media
- The theory states that an audience will use a media form for either one of these four reasons:                    Personal Identity, Information, Entertainment, Social Interaction.
    PIES  

Baseline Test: 
Explain why audiences play video games refer to the uses and gratification theory in your response.

The uses and gratification theory explain why people enjoy playing video games.The uses and gratification theory states an audience will use a media form (video games) for one of four reasons: personal identity, information, entertainment or social interaction. Some may play a video game for any one of these reasons. A popular video game is Call of Duty as you can connect with people online to play with friends or family, it may have personal identity connections as you may aspire to be a soldier or know someone who is/was a soldier. However, i think the main reason people enjoy this video game is the entertainment people get from it. All of these things prove Katz & Blumler's uses and gratification theory because people playing this game use it for entertainment, social interaction and personal identity. Or a game like Fifa people may use this game for personal identity as they as aspire to be a football player, manager or team owner. Another reason may be information about players and stats.

T: 3. try to build an argument to respond to the question and include more examples of the PIES
Wednesday 25th September 2024
Case Study: Fortnite
LO/ to research the case study and explore the context of video games


Do Now 5/5

1) PIES ✓
2) Personal Identity ✓
3) Information✓
4) Entertainment✓
5) Social Interaction✓

1-  Playstation, x-box, pc
2-  It is mobile 
3- It has increased as it is easier to access video games                                                                  
4- Advertising other games, people buying expansions to the game 

Augmented reality is an interactive experience that enhances the real world with computer-generated perceptual information
18 to 34 years make up 36% of of video game players.


Research Task: 
  1) Fortnite is produced by Epic games ✓
  2) Fortnite was released in July 2017 ✓
  3) Fortnite has made over $5.63 billion ✓
  4) Another game in the franchise is Fortnite creative ✓
  5) Gameplay: to defeat all the other player with collected weapons and materials on an island before a natural disaster ✓
  6) Battle Royale- Genre ✓
  7) Instagram, Tik-Tok, you-tube✓
  8) Multiplayer online games ✓
  9) Social interactions, simple base idea, made popular by online influencers, free to play ✓
10) People play for social interactions and entertainment ✓



Epic Games was started by Tim Sweeney's in 1991
Fortnite originally ran from his house
Tencent bought a 42% stake in Epic in 2012

Wednesday 2nd October 2024
Exploring context
LO: To explore the context of video games

Do Now

1) Epic games ✓
2) 1991 is when epic was started 
3) Battle, survival, build ✓
4) personal identity, information, entertainment, social interaction ✓
5) Interactive experience with real world and computer-generated perceptual information ✓ 



 Prince Harry-  
According to the news Prince Harry says: Fortnite is addictive to keep you on your computer and feels it should be banned.The world health organisation: there is an official disorder for addiction to gaming.
 
I disagree with Prince Harrys opinion because i think this is although viable to a certain extent but the banning of Fortnite seems excessive as people will find a new game to play and become 'addicted' to that. As well as this it takes the game away from everyone not just 'addicts' it take it from people who enjoy playing the game responsibly.

 Healthcare Triage
 He is certain there is no link between violent video games however there is a link with violent thoughts. The analogy he uses is if you read a sad book you feel sad thoughts. And the research he shows prove this like a study that showed children who played (violent) video games were calmer in a frustration test than children who don't. Another  main argument which counters Prince Harrys's is that banning video games is not the solution but making sure parents/guardians stick to age limits/rating when allowing children to play possibly violent video games. I agree with the points he makes in the video and how he explains and expands on his ideas using research and factual information to support his argument. I think video games can make a person think violently but as long as age ratings are followed the person will not be anymore violent than without video games.

 Media Insider Bandura

Albert Bandura's experiment consisted of  children aged 3-6 watching a video of adults portraying violent behaviour against the bobo doll. After this the children were put in a room with a bobo doll and they acted as the adult in the video had acted (violently). Bandura says violence in media which we can relate to video games, encourages copycat behaviour. I agree with this to a certain extent because it is proven by this experiment but also the children are copying an adult which all their life they had been taught to do, so if this was on a teen or adult who is less influential the outcome may have been very different. As well as this as a small child in an unknown environment your behaviour may be different and you may act as you feel you are expected to. I think if we were to do a similar experiment with teens and adults playing a violent video game and then putting them in room with weapons which resemble the ones in the game/s they would not attack or act violent because at an older age you have a better understanding of right and wrong.

I believe that video games do not create violent behaviours. The main points for video games creating violence are Bandura's experiment and an increase in addiction to violent video games. The main points for it not creating violent behaviours are many tests which have shown the outcome to be that video games don't make people more violent and in a frustration test they are actually calmer.
Wednesday 9th October 2024
Regulation 
Lo: To explore how video games are regulated

Do Now
1) Albert Bandura ✓
2) Addiction ✓
3) Violence ✓
4) Increased and gaming has become more popular ✓
5) Advertisement ✓


PEGI regulates video games

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.




Game category with scenes or sounds that can possibly be frightening to younger children and may contain mild violence that is not detailed or graphic. Non- realistic violence also falls into this category.




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.



The adult classification is applied when the level of violent behaviour reaches a stage or gross violence e.g. killing with no motive or violence towards defenceless characters.The glamorisation of the use of illegal drugs and the simulation of gambling,  explicit sexual activity should also fall into this age category. 



How is the video game industry regulated? (4 marks)

The video game industry is regulated by PEGI. The age ratings they give range from 3-18 with violence, bad language and glamorisation of crime increasing the older the age rating. Age 7, has very mild violence, in game purchases but no bad-language and any violence is very mild and not detailed. However a 18 has very detailed, frequent violence, bad language and may put drugs and crime into a positive light. For example, Fortnite is a 12. This is because of its frequent, mild violence however it does not have bad language or realistic, graphic violence so it can not be a 16.

Technology

Technological convergence- being able to play/ link over multiple different devices and types of devices
so can be played at home or on the move, for example on Fortnite.

Cross media convergence- Can be viewed on different media platforms. For example Fortnite is seen on youtube and twitch. 

Fortnite has had collaborations with Jordan, Marvel and Lego ect.

Synergy-   Collaboration of media products or services to promote each-other.
Wednesday 16th October 2024
How do video games make money?
Lo: To explore how the gaming industry is funded
Do Now
1) PEGI  ✓
2) Being able to play over multiple different platforms
3) Can be viewed on different media platforms 
4) Collaborations of media products or services to promote each other 
5) 12 because any violence is unrealistic 


Explain how convergence and synergy benefit the Fortnite brand. [12]  10/12
Target: Add more synergy
Convergence benefits the Fortnite brand because it allows a larger audience across platforms. Being able to play Fortnite over different platforms means there are more people who have access to it compared to if it was limited to certain platforms. It also means you can switch platforms mid-game which allows for more time playing the game and it being the game you choose to play because you can play on the move as well as for example stationary at home like most games. You can see people broadcasting their own gameplay and competitions on streaming platforms like youtube. This means that Fortnite is promoted online encouraging more people to download and play Fortnite without any restrictions on platform or mobility. Synergy benefits Fortnite's brand  because it creates a wider audience outside of gaming; people who watch youtube or TikTok, creators which stream them playing Fortnite may influence non-gamers to play Fortnite and therefore increases Fortnite's audience even one it is not targeted at. Collaborations with trending brands, artists or influencers keep Fortnite fresh and 'trendy'. Having a collaboration with a brand like Jordan means people who either wear the shoes or clothing or have an interest that brand may be more likely to play Fortnite than before. It also ensures it appeals to different age groups for example a collaboration with lego is more likely to be aimed at a younger audience compared to a collaboration with Eminem which is targeted at older age groups. Synergy overall widens Fornite's target audience and means they have a bigger population of Fortnite players.All of this makes Fortnite's brand bigger and popular with a vast audience.

Battle Royale is free to play it makes money by:

  • In-game purchases: Players can use the virtual currency, V-Bucks, to buy items like skins, emotes, and the Battle Pass, which offers seasonal challenges and rewards. Many items are only available for a limited time, which can encourage players to buy them before they're gone.
  • Merchandise sales: Fortnite sells merchandise.
  • Fortnite Crew subscriptions: Players can subscribe to Fortnite Crew to get exclusive benefits.
  • Collaborations: Fortnite has collaborated with popular brands and celebrities.

The campaign reached 150million users
in first 2 weeks 10 million players
 
Explain how Fortnite makes money and has remained so popular.

Fortnite has made money because even-though its an free to play game because there are in game purchases: battle pass, V-Bucks and crew subscriptions. It also has merchandise such as clothing, decor and luxury collaborations. One of these collaborations are with Ralph Lauren, this promotes Fortnite through expensive luxurious items and brands. This has helped it stay so popular: it stays fresh by constantly collaborating with trending brands or people and has money from the collaboration to update and enhance gameplay. In game the avatars wear (and promote) Ralph Lauren clothing and Ralph Lauren alters their logo for some new clothes to replicate a Fortnite llama.
          
Wednesday 6th November 2024

Audiences
Lo: To explore the appeal of video games and how the industry targets different audiences



1) Imperatives, animated graphics
2) Emotes, Skins, Packs, news
3) Collaboration with Snoop Dog, new pack
4) Recent posts advertise new collaboration and new in game items that can be bought in the new/old          chapter
5) Sign in, go to item shop, view v-bucks
6) Crew:
    This has been included to encourage people to buy it by showing all the positives of the crew                  membership 

Who is the audience?

78% are male
22% are female
53% are 10-25
42% are in full time employment


- younger audience, less violence
- Esports stars, appeal to audience
- Ninja is the most famous Fortnite player
- non-traditional gamers celebs such as rappers
-uses seasons

                                                                                                                 Wednesday 13th November 2024


Do now 
1) In game purchases, advertisment, collaborations   ✓
2) Fortnite collaborates , works with, with brands, artists, celebrities to make in game items and out of game products 
E.g. Drake, Lego, Ralph Lauren
3) Its free to play, available on many devices, keeps changing ✓
4) Personal identity, inspiration, entertainment, social interaction ✓    
5) Unreal Engine 

Different Audience groups

- Marvel fans - Appeals to young and old audience but stereotypically more likely to be aimed men.
 
- Lego fans,  aimed at a younger age demographic because there is less violence, but also appeals to current audience because of the new characters it introduces

- People who listen to; Drake, Ariana Grande, Snoop Dog, Weekend ( older demographic)

- People who watch youtube/streamers: older age group

- People who wear; Jordan, Ralph Lauren ect

Theory 1: 

Active audience
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 affected by them

Fortnite has an active audience

- Select game mode
- Select guns
- Work with others
- Build in game
- Design in creative

Theory 2: Uses and Gratification (PIES)

Entertainment- It is a video game which is played for enjoyment, escapism and catharses

Social Interaction-  It allows people to connect online with people even cross platform

Personal Identity- People who aspire to be like a streamer like Ninja may play the game more, same with celebrity which some people view as role models

Explain how video games target and appeal to different audiences. Refer to Fortnite to support your answer 

Video games targets different audiences through their use of synergy (collaboration). Video games collaborate with brands and celebrities in order to appeal to a wider audience. This uses the uses of gratification theory because people may have aspirations to be like a influencer who has collaborated with a video game or a artist ect. This means the audience grows, people of different ages, genders and lifestyles can all relate to video game sin different ways.

Fortnite uses synergy to target a wider audience and to keep the game fresh, therefore continuing to appeal to a larger audience. For example, Fortnite has collaborated with lego. This collaboration means Fortnite can appeal to a younger demographic, as well as the current audience. Another example is the collaboration with Eminem, this is targeted at a older group of people, that may not have any interest in gaming or Fortnite but likes Eminem, this supports the growing audience because fans will play the game for the Eminem aspects. Collaborations can target ,not only different ages, but different genders like the collaboration with Ariana Grande is aimed towards females, who stereotypically are less likely to play video games. It can also provide an escape from real life, you can change skins, play different games, use different weapons.

The theory which supports this is uses and gratifications, people play Fortnite for entertainment which is supported by a continuous change in the game through new collaborations and synergy. It also relates to personal identity, people may have see role-models in people like Ninja and therefore want to play the game.

13/11: T3 more link to specific examples

Wednesday 20th November 2024
Exam preparation
LO: to be able to answer an exam question for video games

Do now
1) An audience which interacts with the media ✓
2) An audience which does not interact with the media ✓
3) That everyone uses the media for either entertainment, personal identity, social interaction, information ✓
4) The game updates all the time keeping it fresh ✓ Synergy and convergence
5) Unreal Engine ✓


- Fortnite is published by epic games
- Its a 12 PEGI rating because it has mild unrealistic violence but it occurs frequently
- It has been made so popular because its free, can be played on multiple platforms and is constantly         kept fresh. This has been helped with better internet and better tech in phones so it can be played on phones.
-  The game is funded by in game purchases, collaborations and advertisment. This is so successful because so many people play the game and they collaborate with popular, trending artists or brands.


- The game targets a large demographic: young males are one example
- Elements such as fresh collaborations, different game modes and a wide variety of skins make it appealing to a wide audience
- Uses and gratification theory: Personal identity, information, entertainment and social interaction
- The uses and gratification theory gets audiences to play the game because it targets the audience in different ways for whatever reason they want to play it, you can play cross platform with friends, its a fun game to play ext.  



Video games use technologies to reach different audiences, using synergy and  digital convergence. Video games use digital convergence so thats people can play the game on their phone or console or on the go. This make it more accessible for the audience and grows the population of  people who play the game. Fortnite is one example of a game who does this, fortnite can be played on any console and can still be connected to friends on different platforms.


Wednesday 11th December 2024
Improvement week

Do now

1) An audience which interacts with the media ✓
2) An audience which does not interact and just accepts any changes ✓
3) That people use the media for social interaction, entertainment, personal identity or information ✓
4) Keeps the game fresh with new seasons and updates often ✓
5) DEL ✓


































Comments

  1. 18/9- Great understanding of the theory. T: 3. try to build an argument to respond to the question and include more examples of the PIES

    ReplyDelete
  2. 13/11- absolutely brilliant Lily-Jo. You have detailed answers and clear explanation. T: 3- theory you could add a little more link to your specific examples previously mentioned and how these show entertainment or personal identity.

    ReplyDelete

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