Do Now Video Games Wednesday 18th September
There is radio, magazines, film, advertising, gaming, newspapers, tv and music
You can access the media through the internet, by voice or bought from a shop. Cinema, phone, computer, magazine etc...
Lo: To explore the history and context of video games.
1970s: Nolan Bushell and Al Alcorn of Atari develop an arcade table tennis game. When they test it in Andy Capps Tavern in Sunnyvale, it stops working. This is because people played it so much that it jammed with quarters, Pong, a legend was born
1980s: Nintendo's Game Boy popularises handheld gaming. Game Boy is not the first handheld system with interchangeable cartridges but it charms users with good game play, ease of use and long battery life
1990s: Sony releases Playstation in the United States, selling for $100 less than the Sega Saturn. The lower price point, along with the arrival with Nintendo 64 in 1996, weakens Sega's home console business. When Sony Playstation 2 releases in 2000, it becomes the dominant home console and Sega exits the home console business
2000s: Microsoft enters the video game market with Xbox and hit games like Halo: Combat Evolved. Four years later, Xbox 360 gains millions of fans with its advanced graphics and seamless online play
Uses and Gratification: The theory states that an audience will use a media form for either one of four reasons: Personal Identity, Information, Entertainment or Social Interaction. Acronym - PIES
Baseline Test:
Explain why audiences play video games. Refer to the uses and gratifications theory in your response.
The users and gratification theory refers to the idea that an audience will use a media form for one of four reasons, these being: personal identity, information, entertainment or social interaction. If we focus on personal identity, a person may relate to a specific character or situation within a video game, which allows them to feel a connection towards it, especially if it is similar to a troubling situation they are facing allowing them to see other perspectives. A lot of our information comes from video games, especially if they are educational, or are non-fiction based, although this is not the main reason for playing video games, it is still a main contributing factor. Our interests come in to play gaming, for example, we may have a favourite genre. When you feel enjoyment or thrill from playing these games, this counts as entertainment, and is a matter of personal opinion on which games give you this result (e.g, games that make you laugh, or make you scared). However, the majority of people play video games for social interaction. Gaming can be a perfect way to learn about the people you play with, whether it be family or friends. As you bond increases with the people you're playing with, so will the appreciation and connection for the game that helped this to happen. It also links to the other factors, where your friends or family may entertain you, give you information or you learn something about them that relates to you on a deeper level. For example, RPG games where you create your own character (e.g. Skyrim or Baldur's Gate 3) allow you to become the person you want to be, and have your own individual identity in a sea of players, and make decisions that you would actually make in real life. Especially in multiplayer RPGs (e.g. Stardew Valley), it allows you to connect with others, in scenarios that real life would not usually provide.
T: 2. more application of the theory to a specific text.
Do Now Case Study: Fortnite Wednesday 25th September
Lo: To research the case study and explore the context of video games
1. PIES
2. Personal Identity
3. Information
4. Entertainment
5. Social
1. Phone, PC, Xbox One, PS4/5, Nintendo Switch
2. Because a phone is very portable, meaning you can play mobile games, especially offline ones, practically anywhere.
3. It has increased, because there is more types of games and ways you can play them, that could appeal to many different people
4. In-game currencies and cosmetics. And advertisements.
5. Augmented reality is combining real-life with virtual reality, it has enhanced games (e.g. darts) to give games a more modern twist.
Augmented reality is an interactive experience that combines the real world and computer-generated 3D content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.
That 18-34 year olds are the highest percentage of video game players
1. Epic Games
2. 7 years
3. 25.3 billion pounds as of June 2024
4. Fortnite Battle Royale, Fortnite Save The World, Fortnite Creative, Lego Fortnite, Rocket Racing and Fortnite Festival
5. Fortnite's story involves a group of Factions trying to take control of the Zero Point and effect 'The Loop'. That's the term that explains why we continue rebooting into games. The creation of the Fortnite island by the Zero Point which is this universe's Big Bang Theory. The next major development is Geno discovering the Zero Point and creating the Imagined Order, or IO, to try and control the Zero Point to reshape reality. The IO uses the Zero Point to travel around different realities too, after Agent Jones first enters it. This is why Jonesy makes up such a large percentage of skins. The aim is to be the last one standing in Battle Royale, complete missions and upgrade heroes and weapons in Save the World, freely create content on your own islands in Creative, build, harvest and gather in Lego Fortnite, hop into a rocket powered car and put your racing skills to the test in Rocket Racing and keep the rhythm and play notes to get high scores in Fortnite Festival.
6. Battle and Construction
7. Youtube, Facebook, Twitter and Instagram
8. You can play with a duo, or squad up to 100 people in a game using chat functions.
9. Free to Play, first of its kind to introduce proper building mechanics, and easy to play with friends
10. You can create some skins, collaborations with other franchises for information.
Epic Games was started by Tim Sweeney in 1991 and was originally run from his parents house.
They use an operating system called Unreal Engine to develop Fortnite.
Epic Games owns video game developer Chair Entertainment and cloud-based software developer Cloudgine.
Do Now Exploring Context Wednesday 2nd October
Lo: To explore the context of video games.
1. Epic Games
2. 1991
3. Survival/Sandbox/Shooter
4. Personal Identity, Information, Entertainment, Social Interaction
5. A mix between virtual reality and real life.
Prince Harry
"Its created to addict."
Gaming addiction is a disorder
Main problem is that it's addictive.
Made to keep you in front of the screen
Thinks it should be banned
I agree, similar to social media, it draws you in, whether through collaborations or with it's already existing popularity; and this keeps you at the screen, playing and buying things on the game, overall just making them money, without much care for their players. I think raising a generation with these behaviours, could overall lead to a rise in laziness and worse mental health in later years.
Healthcare Triage
No correlation between aggressive thoughts and video games
People who play violent games have less aggressive thoughts
I do not think that violent video games give you violent thoughts. In various studies, there was no link between behaviour and games. This is a direct way that proves that there is no correlation. Also, there is an age rating on all games for a reason, to match a child's mental status, and whether they can play these games without acting upon the thoughts they have whilst playing it. However, I do believe that virtual reality games can allow people to act upon violent thoughts. If a violent game (e.g. one where you can be shot), is played on VR headset constantly, a person can become desensitised to being shot. From my personal experiences, a game where you are high in the air, has cured a fear of heights. So, this means that theoretically, with these fears being abolished, there is nothing preventing a person from acting upon violent thoughts, because they are not afraid of the consequences.
Media Insider: Bandura and Video Games
I agree that video games, could induce copycat behaviour. In the Bobo doll experiment, children (3-6 years old) watched a doll being hit and shouted at by an adult on a video. They were then put in a room with their own Bobo doll, and 'copied' the behaviours they saw on the video. However, other factors could have affected this, such as peer and family influence and prior experiences of playing like this before. But, considering that they didn't know any better, an impressionable child can easily be manipulated by these video games, and galvanise their behaviour as they grow up to have ideas that certain ways of life are safe, and okay.
I believe that video games do not create violence, this is because there is no direct link between violent video game and violent acts, age ratings clearly state how different people should play different games and it is common sense to not copy fictional material. However, it also can create violence, because in settings such as the Bobo doll experiment, more impressionable children copied the violent behaviour they saw in a video; but this could be due to the no prior knowledge on how to play with a Bobo doll, and the design of one (almost made to be pushed and hit).
Do Now Regulation Wednesday 9th October
1. Bandura
2. One of the arguments to ban video games is that is causes addiction to them, which can prevent essential life skills from forming
3. That video games cause violent thoughts
4. The gaming audience has increased, as there is now something for everyone, rather than a select few ways to play and games to play.
5. Adverts
Lo: Explore how video games are regulated
Pegi regulates video games
3: The content of games with a PEGI 3 rating is considered suitable for all age groups.
7: Game content with scenes or sounds that can possibly be frightening to younger children should fall in this category.
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.
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.
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.
Violence: This game contains depictions of violence
Bad language: This game contains bad language
Fear : 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.
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.
Drugs: The game refers to or depicts the use of illegal drugs, alcohol or tobacco.
Discrimination: The game contains depictions of ethnic, religious, nationalistic or other stereotypes likely to encourage hatred.
In-Game Purchases: The game offers players the option to purchase digital goods or services with real-world currency.
How is the video game industry regulated? Refer to Fortnite to support your answer [4]
The video game industry is regulated by Pegi (Pan European Game Information), with age ratings ranging from 3-18. Like all other games, Fortnite has a rating, in this case 12; it has this rating due to violence and in-game purchases. Considering that Fortnite's concept revolves around cartoon-like characters, the violence isn't overly graphic, making it only a 12, rather than the higher ratings (16 or 18) which depend on extreme forms of violence. But as there is still visible violence (guns), it cannot be any lower than this. However in-game purchases is right for a game rated 12, as by this age, maturity is beginning to settle in, and correct ideas about decisions regarding money should give them a good idea on spending limits and when to spend.
Technology
Technological convergence is when multiple different things, are brought together through technological developments (e.g. cross-platform gaming).
Cross-media convergence is when different media platforms mix together (e.g. gaming and magazines)
Synergy - The collaboration of media products to promote each other.
Wednesday 16th October
Do Now
1. Pegi
2. When two pieces of technology can be linked together, to have the best of both worlds
3. Cross media convergence is when multiple pieces of media work together bring attention to themselves
4. Synergy is the collaboration of media products to promote each other.
5. 12, because it has violence towards unrealistic characters.
Convergence benefits the Fortnite brand because it allows a wider audience across platforms. Fortnite is available to play on Playstation, Xbox, Nintendo Switch and PC, which means that a variety of different players can have access to it. This benefits the brand, because the wider audience they have, the more constant players they have, meaning more awareness and money to the brand. This awareness will also be increased due to the streaming industry; whether it is small-time streamers, or high-stakes tournaments, each individual stream helps to build the range of players playing Fortnite. For platforms such as Nintendo Switch, this potential of a large audience even more prominent, since it is handheld and can be easily used on the move. Because of this range of platforms, and cross-platform compatibility, players can play with others whenever and wherever they are, and build strong connections over the game (Social Interaction from Users and Gratification theory).
Synergy benefits the Fortnite brand because it creates a wider audience outside of gaming. For example, when Avengers: Endgame released, Marvel were in collaboration with Fortnite, and in the movie, we see Thor playing Fortnite. This creates a name for the brand outside of the game, because there are a wide variety of environments in which you may see or hear about it. With these collaborations, the game stays fresh, because of Fortnite 'renewing' itself with new media; this means that the game will always be relevant and maintain and steady player-base. This player-base can vary due to these collaborations, as outside media pieces can appeal to many different audiences. For example, Fortnite have collaborated with both Lego and John Wick, however both franchises are extremely different, which allows Fortnite to broaden the appeal of their game. This works because of Dyer's star theory, which suggests that if you see a famous brand or person that you are familiar with/like, you are more likely to associate yourself with it's collaborations, in this case, Fortnite.
With a range of franchises, different age groups with be exposed to the game. Considering the different situations and environments that these ages will be present in, the game can easily be referenced to or mentioned throughout a large variety of scenarios. This builds the player-base for Fortnite, whilst making money from the advertisement in the process.
How do video games make money?
Lo: To explore how the gaming industry is funded
The monetisation occurs when the player wants to acquire additions, dubbed "costumes" and "skins," which they have to purchase. While users can continue to play Fortnite for free, a vast majority of players pay for these products that generate vast amounts of revenue for Epic Games. The game also includes a unique feature called the "Battle Pass," which costs about $9.50 for a quarterly subscription. In addition, Fortnite players also have the option of spending money on in-game currency, called “V-Bucks,” which can be used to make in-game purchases. Although there are special deals that intice players to purchase higher quantities of the in-game currency, the exchange rate is roughly one U.S. dollar to 100 V-Bucks. By purchasing costumes, skins, Battle Passes, and V-Bucks, players can enhance their user experience. Fortnite merchandise, which includes apparel, toys, and other products also makes up a lot of the revenue generated by the franchise. The Fortnite World Cup attracted millions of players and viewers, and it is believed that the game made loads of money from this event alone.
The game gained 10 million players in the first 2 weeks following it's launch. The campaign reached 150 million users across different gaming sites.
Fortnite makes money through in-app purchases. In Fortnite, they have their own system of currency called V-Bucks, which players can buy for approximately 1 USD per 100 V-Bucks; they also have subscription systems (Fortnite Crew, where players can pay a monthly fee to gain V-Bucks and cosmetics every month) and a "battle pass" (A fee you pay with V-Bucks per "season" to get cosmetics and more V-Bucks). These appeal to all audiences, as there is quick and easy solutions for adults, simply buying V-Bucks and a monthly allowance for children through Fortnite Crew. On occasion, these V-Bucks can be spent to buy cosmetics that are a result of a collaboration (e.g. Ariana Grande, Eminem) with another franchise, which through Dyer's star theory, makes it more likely for players to buy it. It has remained popular through constant changes in collaborations, battle pass content and Fortnite Crew items, keeping a "fresh" feeling to the game every time it is updated.
Wednesday 6th November
Audiences
Lo: To explore the appeal of video games and how the industry targets different audiences.
1. Tabs that lead you to further descriptions of different aspects of the game (e.g Item Shop, Remix Pass). A list of the different modes they have, a list of the collaborations they currently have, news, the pegi rating, animated graphics, imperatives
2. V-Bucks, Remix Pass, Merchandise, Competitions
3. Snoop Dogg, Lego, Shaquille O Neal, Incredibles, Futurama
78% are male, 22% are female, 53% are 10-25, and 42% are in full time employment
More emphasis on construction aspect appeals to a younger audience. eSports stars (e.g Ninja) made famous through the game. Non-traditional gamer celebrities such as rappers and NBA athletes widen the appeal of the game. The use of seasons follows tradition TV series rules, to keep the game interesting.
Wednesday 13th November
Different Audience Groups
Do Now
1. Through in-game purchases, merchandise, collaborations and competitions
2. A agreement between Fortnite and another brand to promote each other through their content
3. Fortnite has remained popular due to the 'season' changing every couple of months, meaning there is constantly fresh new content.
4. Personal Identity, Information, Entertainment, Social Interaction
5. Unreal Engine
People who like music
People who are interested in greek mythology
People who are interested in teenage mutant ninja turtles
People who like marvel
People who like dc
People who like spies
People who like John Wick - Older audiences, since John Wick movies are rated 15-18, particularly male with the action genre, established characters, actions and weapons in the game.
People who like Snoop Dogg
People who like Ice Spice
People who like Eminem
People who like racing games
People who like Lego
Lego - Younger audience, simple to understand, no violence, appeal to existing audience with lego characters
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 directly affected by them
Fortnite is active: Game mode, select guns, work with others, build, design in creative, create games via unreal engine
Theory No. 2
Fortnite: Entertainment (escapism and catharses), Social Interaction (collaborative nature), Personal Identity (search for role-models of celebrities through collabs)
Video games appeal to different audiences through synergy. Synergy is the collaboration of media products to promote each other. Therefore, if you one of these media pieces appeal to you, you are more likely to enjoy the brand that they are collaborating with. This allows a range of different ages, genders and backgrounds to enjoy a video game, without much prior knowledge on the subject.
For example, we can see this in Fortnite. Fortnite have a vast amount of previous collaborations which have allowed their appeal to spread among new audiences. Recent evidence of this can be seen through the Snoop Dogg collaboration. Snoop Dogg tends to have an older audience, with completely different tastes than Fortnite. However, using his music and cosmetic avatar, Fortnite have reeled these people into playing the game, purely through the association with Snoop Dogg.
With this, the users and gratifications theory comes into play. People may see Snoop Dogg's work as inspirational to them, and through his implementation into Fortnite, these people can have the experience of playing his music (in Fortnite Festival which is entertainment) and can see how the choice to collaborate with Fortnite in his career has impacted him and the game, which relates to personal identity and the 'inspiration' that he provides to people. This not only gets people to play, but think and consider the implications that Fortnite bring, which could relate to the 'active audience' theory. The active audience theory refers to how people engage with media messages by evaluating and responding to them, and through Fortnite, this can be done, but only for a small margin of people (Snoop Dogg fanbase). Fortnite create an active audience by giving the players choice, whether it be the skin they wear or the game mode they play, by doing this they can influence their audience into doing two things: continue playing the game and spreading the word about it; but also to engage with the brands they collaborate with. This allows Fortnite to manipulate their player base into growing the Fortnite brand, while making money from in-game purchase and synergy with bigger brands than itself in the process.
13/11- Excellent response, T: 3- you mix the two theories up here, U&G you could comment on personal identity with Snoop Dogg or entertainment through the game with him.
Or active audience of how they engage with the game and are active in their role and gaming.
Wednesday 20th November
Video Games: Exam Preparation
Do Now
1. Messages/ideas in the media that an audience need to directly consider and give thought about.
2. Messages/ideas in the media that are implicitly implemented into an audience and are more likely to affect them.
3. The theory that people will use the media for one of 4 things, Personal Identity, Information, Entertainment, Social Interaction.
4. Through a constant flow of content through the use of daily item shop changes and seasons.
5. Unreal Engine
LO: To explore the possible exam questions for Video Games
Who publishes Fortnite.
Epic Games
What PEGI rating it is and why
12, because of mild violence towards cartoonish characters
What has made it so popular and how has technological development helped?
Fortnite has used collaborations in order to expand their brand and make money, allowing them to further increase the quality of staff and the game. With newer technological development, Fortnite are able to utilise convergence (being able to play the game on a variety of platforms) in order to allow their players to play wherever and whenever they want, maximising efficiency and popularity.
How is the game funded and why is this so successful?
Fortnite is funded through in-game purchases and merchandise, working alongside synergy allows a constant stream of income from a variety of collaborations into the game.
Who the game targets.
10-25 year old males, through the conventional guns, cars and collaborations that appeal to them.
What different elements of the game make it appealing to audiences.
The game can be played on almost every device, anytime, anywhere. This is called convergence and allows people with busy lives to pick up and play the game whenever they have free time. Fortnite collaborates with a variety of different brands, which all link and appeal to a variety of different audiences. The game also has many different creative aspects (skin designing, and making your own island in creative mode) which appeal to the players that want a laid-back and more imaginative gameplay.
What the uses and gratification theory is.
The theory that people use the media for one of four things: Personal Identity, Information, Entertainment and Social Interaction.
Video games use technologies to reach audiences in a variety of different ways. For example Fortnite allows the players to play on a variety of different devices. This is called technological convergence, and it is is present when different digital devices can be linked together. This allows the players to play anytime, anywhere, and appeals to players who have a busy lifestyle, so that they can play whenever they have free time. Fortnite also have used the new advancements in technology to implement collaborations into their game in ways that were not previously possible (e.g.
Wednesday 11th December
Improvement Week
Do Now
1. An audience that consciously consider the messages that a piece of media is conveying, and usually have a better understanding of them.
2. An audience that subconsciously gather the messages through media, but have a lesser understanding and appreciation for them
3. That an audience will use media for one of 4 things: Personal Identity, Information, Entertainment, Social Interaction
4. With seasons and updates
5. DEL
See word document
18/9- Excellent knowledge of the theory. T: 2. more application of the theory to a specific text.
ReplyDelete13/11- Excellent response, T: 3- you mix the two theories up here, U&G you could comment on personal identity with Snoop Dogg or entertainment through the game with him.
ReplyDeleteOr active audience of how they engage with the game and are active in their role and gaming.