C1 Video Games

                                                                                                           Thursday 19th September 2024 


Video Games



LO: To explore the history and context of video games




PIES

Personal Identity



Information



Entertainment


social Interaction​



BASELINE TEST

1. The gratification theory is a different world to your own.

2. Entertainment-​ Audiences get to enjoy the pleasure of interacting with other people, meeting new people, making new friends, playing with friends, etc when playing video games. For example, ROBLOX is a site where people make new friends and have fun.

3. Personal Identity- Audiences might use their video games to construct their personal identity by changing how they look, what their interests are, their favourite colour, their hobbies, etc. An example of this is when creating your avatar on roblox you can choose how you look and you can add a description of yourself.

4. Social Interaction- Audiences can communicate with each other through video games as some may provide a voice chat, voice calls, and a chat. bar. An example of this would be roblox as it allows you to voice chat and message other players online.

5. Information- Audiences could gain knowledge from playing video games as there are some that teach you new things. For example, on roblox there are games such as "answer or die", where you must answer a bunch of maths questions to survive.


                                                                                                                                                                       


                                                                                                        Thursday 26th September 2024 

Do Now

1. PIES is the acronym used for the Bulmer and Kats theory.

2. Personal identity.

3. Infirmation.

4. Entertainment.

5. Social interaction.



Video game- Roblox.

Top ten facts about Roblox:

* Roblox has been around since 2006

* Roblox was created by David Baszuki

* The game was originally called Dynablox

* The currency in Roblox is called Robux

*Roblox is free to play

* You can make your games on Roblox

* Nearly a quarter of British children play on Roblox

* Adopt me is the most popular Roblox game of all time

* There's a Roblox university.

* You can play Roblox on multiple platforms


Character profile Roblox: 

Roblox is a wide platform video game that was created by David Baszuki in 2006, originally named 'Dynablox'. It is advised for ages 13+ and there are many games to chose from and create. Roblox is free to play and the currency is called 'Robux' which you can easily purchase with our modern currency.  'Adopt me' is the most popular game on Roblox and is played by nearly a quarter of British children.


Augmented reality- 

  1. a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.



video game audience statistics

56% of millennials are active pc players 

45% of females play video games and 50% are males.



Case study: Fortnite



1. Epic games produces Fortnite.

2. Fortnite has been around since July 2017.

3.  Epic Games makes roughly $2,739,726 from Fortnite every day on a regular 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 is a third-person shooter game where up to 100 players compete to be the last person or team standing.

6. Genres: survival, battle Royale, sandbox.

7. There's been several times where other media like video games and TV series have referenced/parodied the game.

                                                                                                                                                     






                                                                                                Thursday 3rd October 2024 




Do Now

1. Epic games.
2. 15th January 1991.
3. Survival, battle Royale, sandbox.
4. Personal identity, information, Entertainment, Social interaction.
5.  Augmented reality - an interactive experience that enhances the real world with computer-      generated perceptual information





Exploring Context

LO: To explore the context the context of video games.
The BIG question- Do video games make people more violent?




Prince Harry on Fortnite.

The main points in the video are that Prince Harry claims Fortnite as irresponsible and wants it banned, due to the fact that it is designed to be an addictive game, causing players to play for a long time, and is therefore unhealthy. 


I partially agree, because people are getting addicted, and playing the game for hours on end, and this is unhealthy. However, I also disagree because not everyone gets addicted to the game and it is unfair to ban it because only a couple people are getting addicted.





Healthcare Triage on video games


The main points are that video games people think video games give you violent thoughts, however, research shows that they aren't linked to violence, less hostile feelings are present if used to playing video games, parents and rating to protect children, and censorship/ ban is not the way to move forwards. I agree because video games aren't the cause of violence so no ban should be issued. 



If shown violence ,will copy it . 3-6 are impressionable. Bandura copy cay behaviour .

Media insider- bandura and video games
The main points are that 
If shown violence, will copy it, 3-6 are impressionable. Bandura copy cay behaviour .



                                                                                                                                                     

                                                                                                    Thursday 10th October 2024

Regulation
LO: To explore how video games are regulated 




Do Now

1.  Albert Bandura did the experiment with the Bobo dolls.
 
2. One of the arguments to ban video games is addiction.

3. The second concern about video games is violence.

4.  As a result to technological advancement, the audience have higher expectations.

5. Companies make money from free to play games on smartphones are advertisement, app        purchases, etc.



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. 




Fortnite has the PEGI rating of 12 for "frequent scenes of mild violence". It seems that parents are more concerned with issues surrounding addiction than the levels of violence.


How is the video game industry regulated?

Pegi regulates the video game industry. There are 5 different age ratings: Pegi 3 (suitible for all age groups), Pegi 7 (Could potentially frighten younger people and contains MILD violence), Pegi 12 (Slightly more graphic than the age ratings above), Pegi 16 (Can be more extreme than the age ratings above), and Pegi 18 (adult classification which could envolve extreme sexual activity, drug use, gambling, etc).  Fortnite is rated a 12+ as it features moderate violence which, may not be suitable/ age appropriate for younger children due to more graphic nature towards fantasy characters.


Technological Convergence - When you mix together two different technology, e.g. pc and x box.

Cross Media convergence - Different types of media mixed together, e.g. film and newspaper.



3 collaborations that Fortnite have had are Star Wars, Attack on Titan, Marvel


Synergy- The collaboration of DIFFERENT media products or services to promote eachother, 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
2. Technological Convergence - When you mix together two different technology, e.g. pc               and x box.
3. cross media- different types of media mixed together.
4. Synergy- The collaboration of different media products or services to promote eachother,         the impact of using a cross media approach to engage the audience.
5. Fortnite is rated 12+.

 
Convergence benefits the Fortnite brand because it attracts a larger audience across platforms, meaning Fortnite will get more advertising and money. You can also switch platforms mid game, even when on the move, making it practical for the audience. Fortnite can broadcast competitions on streaming platforms and Youtube, making it more entertaining and attractive for the audience This is because they have many collaborations such as with Lego, Ariana Grande, etc.. This also helps with advertising. These reasons all benefit Fortnite because the audience will increase; more money and advertising.


Synergy benefits the Fortnite brand because it creates a wider audience outside of gaming; more money and advertising. It keeps the game fresh with collaborations to new released media. The benefit of this is that it keeps Fortnite entertaining; people don't get bored and keep playing. It also appeals to different age gamers, benefiting Fortnite as the audience keeps growing meaning that Fortnite's income increases.


How Do Video Games Make Money?

LO:  To explore how the gaming industry is funded


Battle Royale is free to play but it makes money. It is funded by app purchases by selling things such as battle passes, weapons, limited edition merch, emotes, skins, accessories, cars, merchandise and licensing skills, crew subscriptions, 'games as a service', 'in game purchases', etc.



Collaborations

Fortnite has collaborated with Ariana Grande, Marvel, Lego.

Esports and events

The Fortnite wold cup was first held in 2019. There are virtual shows on the game to make money.



Fortnite is free to play but can make money from app purchases such as battle passes, weapons, limited addition merch, emotes, skins, weapons, accessories, cars, merchandise and licensing skills, crew subscriptions, etc. Fortnite has remained popular due to all their collaborations. These collaborations help to keep the game fresh and entertaining for the audience, attracting more people and advertising the game. For example, Fortnite's collaboration with Ariana Grande has attracted young girls, widening the audience and increasing Fortnite's income. 

                                                                                                                                                                       


                                                                                                                       Thursday 7th November 2024


Do Now:

1.  All genders, mainly male, are appealed to Fortnite.

2.  There is something for everyone, which is why Fortnite has such a diverse audience.

3. Fortnite appeals to all ages (mainly 10-25 year olds).

4. Epic games is the creator of Fortnite.

5.  PEGI regulates the video game industry.



1. On the Fortnite home page, there is an animated version of snoop Dog, which is a playable character in the game. This appeals to his fans, making the audience grow further.

2. On the website there are multiple products within it.

3.. The collaborations include Snoop Dog, Ice Spice, EMNEM , Lego, etc.

4.  They're renewing, improving and improving games. They are also engaging their audiences by keeping things fresh.  There is lots of news release from Fortnite, suggesting that it keeps the audience get addicted and engaged. In the news, they are advertising Fortnite festival season 6, featuring snoop Dog.

5. You can interact with this website by signing in, buying things, reading the news, etc.

The crew advertises a vast list of different skins which are only £9.99 a month. This "LOW" price will allow more people to buy it making them feel included and engaged, making them not want to miss out.

The words, images and graphics encourage people to play the game due to their commands, boldness, etc.

Some posts further address the audience by addressing them in role.

Competitions and merchandise engages people as they are easy to get involved with.

A link to the epic games website helps people to access it easily.

78% are male, 22% are females, 53% are 10-25 year olds, and 42% are in full time employment.

 The rise of e-sports stars on Youtube make the game more popular due to multiple people viewing it.


                                                                                                                                                                     

                                                                                                                 Thursday 14th November 2024

Different Audience Groups


Do Now

1. Fortnite makes money by using collaborations, which help to enlarge their audience, they also have in-game purchases.

2. Working with another celebrity

3. They have stayed so popular du e to their collaborations.

4. Personal identity, Information, entertainment, and social interaction.

5. Epic games owns Unreal engine.



Teenagers, children, young adults.



Applying Audience Theory #1

Active- Doing/engaging in something e.g. Video games are active.

Passive- Observing/ not engaging in something e.g. Watching TV is passive

Fortnite audiences are active because they are participating/ engaging in the game, not just observing. It allows you to purchase things, interact with live events, selecting guns, buying skins, choosing what to build, etc.


Applying audience theory #2

Uses and Gratifications - PIES

Personal Identification- Collaborations- appeal to fans, E-stars.

Information

Entertainment- escapism, killing people, acting as another person, tense and exciting.

Social Interaction- play with people, friends, new friends.

 Video games target and appeal to different audiences by allowing the players to be active, by allowing them to choose things to do for example killing someone. Collaborating with famous people/ companies, such as Fortnite's collaboration with Ariana Grande is another way to target different groups. Their collaborations grew Fortnite's audience due to Ariana's fans (mostly young girls) taking an interest in the game. Another example is Fortnite's collaboration with Lego, attracting young children who like Lego.  The theory liked to this is personal identity.


                                                                                                                                                                       

                                                                                                               Thursday 28th November 2024

Video Games: Exam preparation

Do Now

1. An active audience engages, interprets and responds to a media text in different ways and is capable of challenging the ideas encoded in it. 

2. A passive audience is an audience which accepts the messages encoded in a media text without challenge.

3. The uses and gratification theory is that audiences consume media texts to escape from their everyday lives.

4. Fortnite engage their audience by using interactive content / Synergy & Convergence.

5. Epic Games owns the software 'Unreal Engine'.


1. epic games publishes Fortnite.

2. Fortnite has PEGI rating 12 due to minimal/cartoony violence, no gambling , etc.



1. The game targets people aged between 12-25.

2. Interactive content, Synergy, convergence

3. The gratification theory is the audience consuming media texts in order to escape from their everyday lives. Personal identity, information, entertainment, and social interaction (pies).

4. They connect with people, play with friends, meet new people, do things that are impossible in real life, etc. You can also change your personal identity by buying/using different skins.


D- Video games use technology to target audience by allowing multiple people to play together without needing to use many devices.

E-  This technology appeals to the audience as it makes it more accessible for everyone, allowing the audience to grow.

L- Fortnite appeals to/ reaches larger audiences because it allows you to switch platform at any time necessary, without losing any of your progress. It is also easy to use and access.















                                

Comments

  1. 19/9- Good understanding of the theory. T: 1, add in some examples of Video games that link to each area of PIES with a bit more detail of how the game does this.

    ReplyDelete
  2. 17/10- Great points here. 6/12 T:3.try to add more detail in the examples you give from Fortnite.

    ReplyDelete

Post a Comment