C1 Gaming

 Thursday 19th September 2024

Do Now:

  1. Magazines, games, films/TV. Radio, advertising, news etc...
  2. Social Media, Cinema, School. Computer magazine, phone etc...


Video Games

L.O: To explore the history and context of video games.


  • Since the 1970s, video games have had a massive growth due to technological developments.
  • In recent years, diversity in game genres and platforms has lead to an explosion in the industry.
  • In 2024 the Video Games market s predicted to reach a revenue of $282.30bn USD

1970s ----- Pong ----- Nolan Bushcorn and AI Alcorn, working under Atari develop an arcade table tennis game. When they tested it in Andy Capps Sunvale, it stopped working because so many people were playing it.

1980s ----- NES----- The NES (Nintendo Entertainment System) was released in the US, after being released in Japan, named the 'Famicon', reviving the US gaming industry. It had games such as Super Mario, Bros. Excitebike and Mega Man.

1990s ----- World of Warcraft ----- Blizzard released World of Warcraft, which allowed players to play together in a real-time strategy battle game.

2000s ----- Nintendo DS ----- The Nintendo DS is released, as an easy-to-use handheld device with two screens and processors, as well as a stylus for the touch screen. It had games such as Mario Kart DS, Pokemon Pearl and Animal Crossing: Wild World.

2010s ----- Skylanders ----- Skylanders: Spyro's adventure is released, as the first augmented reality game




Uses and Gratifications Theory


  • Uses and Gratifications is a theory by two men called Blumler and Katz, that audiences take an active role in using the media.
  • What people Do with the media
  • NOT what the media does to people

Personal Identity
Information
Entertainment
Social Interaction

P.I.E.S


Baseline Test:

Explain why audiences play video games. Refer to the uses and gratifications theory in your response [12]


Audiences play video games, because they can take what they want from it. This is proven by the Uses and Gratifications Theory, which is a theory by two men, called Blumler and Katz, which states that the audience choose what do with the media. Some audiences will play a game for their Personal identity, Information, Entertainment, or Social Interaction. This is abbreviated to P.I.E.S. These can be influenced by how audiences choose to use the media. For example, very young children would play educational games for information, but older teenagers might play games for entertainment. If a character is seen by someone as a role model, (e.g: Lara Croft being one of the few but iconic female main characters) then people may change to be like her, as she is always represented in a positive light. Some people may play MMO games such as World of Warcraft, to connect, play and work with other players, getting social interaction and even making friends. 




26th September 2024

Do Now

  1. The acronym for Bulmer and Katz Theory is PIES ✅
  2. Personal Identity 
  3. Information 
  4. Entertainment 
  5. Social Interaction 


Game Research - Death Note: Kira Game

USED Nintendo DS Death Note Kira Game (language/Japanese)

  • Released: February 15th 1007
  • It was only released in Japan
  • It was released by Konami
  • It was for the Nintendo DS
  • It is based off the anime, Death Note, created by Tsugumi Ohba and Takeshi Obata in 2003
  • It follows the story of a 17 year old school boy, who is the top student in Japan with an IQ of 210, called Light Yagami. 
  • Light finds a notebook, called a 'Death Note' which has the ability to kill anyone by writing their name in it.  Light uses this to kill criminals, and become "The God of the new world", and the public nicknames him, Kira.
  • However, there is a Task Force against him, trying to figure out Kira's identity, this includes L, the top detective in Japan.
  • The game involves players taking on the role of Kira or L. These are just titles, as any character can be Kira or L.
  • Players must build up trust to find their opponent. If the player is Kira, they must find L's identity, and if the player is L, they must find Kira's identity.



Augmented Reality: When a game combines your real-life surroundings and computer generated 3D content, and gives many sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.

There are more people aged 19-34 playing video games than under 18s.

Case Study: Fortnite


  1. Fortnite is created by Epic Games 
  2. Fortnite has been around since 2017 
  3. It has made $32 Billion USD 
  4. Battle Royale, Save the World, Creative
  5. Players are on an island and have to kill each other with limited resources to be the last player alive. 
  6. Fortnite is a 3rd person shooter battle royale 
  7. We see Fortnite on lots of social media, including YouTube and Twitch. 
  8. Users can play together by forming squads.
  9. I think Fortnite has been successful because it has frequent updates, crossovers with popular franchises, and many content creators play it.


3rd October

Do Now

1. Fortnite Is produced by Epic Games. 
2. Epic Games was started in 1991
3. The genre of Fortnite is a 3rd person shooter / battle royale 
4. The PIES areas are: Personal Identity / Information / Entertainment / Social Interaction
5. Augmented reality is a type of gaming where it takes the real surroundings, and integrating animated game elements into it.


Exploring Context

L.O: To explore the context of video games.

The Big Question: Do violent video games make people more violent?


Prince Harry Video on Fortnite


The main points are that Prince Harry thinks Fortnite is made to be addicted, so it is played a lot, therefore making it irresponsible. He wanted it to be banned, so that kids wouldn't spend ages playing it. 
I disagree because I think even though it is unhealthy to play so much, I think it is extreme to ban it, as there is stuff that is much worse, and other games can easily become just as addictive.


Healthcare Triage on Video Games

The main points are that video games aren't actually linked to people's behaviour. He compares it to a sad book, where it doesn't make you depressed for a long time after reading, but you may be eft with a few sad thoughts. There was a study with 103 young adults, who were split into three groups playing a different type of game each. One group played non-violent video games, one group played a violent video game as a good guy, and the final group played a violent video game as a bad guy. They were then all challenged to a 'Frustration Task' where the violent groups actually had less hostile thoughts, than the non-violent group. On top of that, people who had had a history of playing violent video games, overall had the least hostile thoughts.
I agree with this because it is. all backed up by research, and people who I know play violent video games, don't seem to get hostile thoughts.

Albert Bandura's Theory

The main points are that kids use copy-cat behaviour, where they repeat what they have seen. He showed a group oof 3-6 year olds an adult being violent with a Bobo Doll, and then gave Bobo dolls to the kids to play with. He found that they copied the violence they saw in the video, and even started using guns, although there weren't any in the video. 


Regulation
L/O: to explore how video games are regulated
- PEGI regulates video games


PEGI 3




PEGI 3 games are suitable for children of all ages, and should not be able to scare kids, have any bad language or violence other than very comical violence.


PEGI 7


PEGI 7 games may be able to scare. children, or have mild comical violence.

PEGI 12


PEGI 12 games show more graphic violence, sexual innuendos or sexual postures can be in the games, but bad language must be mild.

PEGI 16


PEGI 16 games have violence or sexual activity that could look accurate to what is seen in real life. There can be more extreme bad language and the use of tobacco drugs and alcohol can be present.

PEGI 18


PEGI 18 games have extreme violence, such as motiveless killing, or violence towards defenceless characters. Glamorisation of drugs or gambling and explicit sexual activity could also be involved.

PEGI ! 



Some games or apps also have PEGI !  which shows that there is recommended parental guidance. These can usually have user generated / curated content, such as Facebook, Twitter or YouTube.


Fortnite is a PEGI 12 due to mild violence, as the aim of the game is to kill fictional players to survive.


How is the video game industry Regulated? Refer to Fortnite to support your answer. [4 Marks]

The video game industry is regulated by a company called PEGI, who evaluate games to decide on a rating. There are 5 ratings: PEGI 3, 7, 12, 16 or 18. PEGI 3 games contain almost none or very comical violence, with no bad language, whereas PEGI 18 games contain gambling, extreme violence or explicit sexual scenes and extreme bad language. For example, Fortnite is a PEGI 12, as it has no bad language, and mild violence to fictional characters, which isn't portrayed in a realistic way. The violence is too much for it to be given a PEGI 7, but not realistic enough to give it a PEGI 16 rating.

Technological Convergence is when technologies are brought together, to be mixed into one.

Cross-media convergence is when two different forms of media are combined to create one.




Collaborations
Fortnite has had collaborations with Marvel, DC and Jujutsu Kaisen, My Hero Academia

Synergy is the collaboration of different media products or services to promote each other.

Thursday 17th October 2024

Do Now

1. Video games are regulated by PEGI ✅

2. Technological convergence is when technologies are combined.? 

3. Cross media convergence is when two forms of media are combined to make one 

4. Synergy is how well two things work together Collaboration of media products to promote each other.

5. Fortnite is a 12 because of unrealistic violence towards cartoon-like characters ✅


Convergence benefits the Fortnite brand by allowing it to be on multiple different platforms. This allows more people to play it no matter what platforms they have. Another way that convergence benefits the Fortnite brand is by being able to switch platforms in the middle of the game. This allows people to play on the move, as long as they have an internet connection. A final reason that convergence benefits the Fortnite brand is through competitions on streaming platforms such as Twitch and YouTube. This allows Fortnite to be introduced to a range of people through popular content creators, making people want to try it themselves. This also links to the Users and Gratifications theory, which suggests the reasons that people play games, using the anagram 'PIES', which stands for Personal identity, Information, Entertainment and Social interactions. Through being able to play with other people, no matter where you are, or even watching live streams of others, it provides both entertainment and social interaction, to entice more people into playing the game.

Synergy also benefits the Fortnite brand as it brings in wider audiences from outside of gaming communities. For example, collaborations with singers can bring their fanbase into the game. This would make Epic Games, the creator of Fortnite more money, as people would want to buy in-game purchases, relating to those singers. Another way that synergy benefits the Fortnite brand is through collaborations that always keep the game updated and fresh. This would keep the players engaged, and always wanting to play more. A final way that synergy benefits the Fortnite brand is through introducing different aged audiences to the game. For example, they have collaborated with Lego, adding a new game mode aimed at children and Resident Evil, adding skins of popular characters that fans would instantly recognise.. The lego collaboration would bring in younger kids, and Resident Evil would bring in a much older audience.


How do video games make money?

L/O: to explore how the gaming industry is funded


Fortnite is free to play but makes money through in-game purchases of skins, accessories or emotes. Battle Passes, Crew Subscriptions or merchandise and licensing deals.



Collaborations

Fortnite have had many collaborations including Jujutsu Kaisen, and DC



E-Sports and Events

Fortnite has had a world cup, which started in 2019, as well as in-game concerts.
These can be promoted by:

Teaser trailers
Posts on Twitter, Instagram and Facebook
Rift Tour Quests
In-Game purchases.

Explain how Fortnite make money, and how they have stayed so popular

Fortnite makes money in various ways, including through In-App purchases from the item shop including skins, accessories, emotes, a monthly subscription, called Fortnite Crew which gives players exclusive skins and Vbucks allowance, licensing deals with other companies  or even some extra modes such as Save the World. 
Fortnite has also had many collaborations, with franchises such as Jujutsu Kaisen, adding skins of popular characters, and DC, adding skins, emotes and accessories. 
It has remained popular by collaborations adding wider audiences.

Thursday 7th November 2024

1. Fortnite is made to appeal to males. 
2. Fortnite appeals to such a diverse audience because it has many collaborations with lots of other franchises, bringing fans from other franchises into playing Fortnite. 
3. Fortnite appeals to teenagers and older kids.
4. Epic Games created Fortnite.
5. PEGI Regulates the video game industry.


Audiences

1. The main elements of the homepage is an animated image skin of Snoop Dogg to advertise the collaboration.

2. The products featured include other collaborations and game modes - Multiple products.

3. The collaborations include Snoop Dogg, Eminem, Lego and Fall Guys.

4. There is lots of news, often released, showing that a lot is happening, in terms of updates, such as Chapter 2 remix.

5. You can interact with the website through signing in, buying things and viewing your library.

Fortnite Crew is advertised, to make people feel left out if they don't have it., as it adds new items every month.

The website makes people want to get involved through the graphics, and text that is written as an instruction, like 'BUY NOW!' to make people feel more inclined to do what it says. It addresses the audience as if they are in game / in role, to make them feel more connected.
Many posts highlight the latest news to keep players engaged. There are links to other pages to watch competitions and buy merch. It also shows players other games from Epic Games, to find a game that might appeal to them more.

78% of players are male, and 22% are female.
53% of players are aged 10-25 and 42% are in full employment.

It uses cartoon style graphics to appeal to a larger audience.
It has Esports players and streamers to massively boost its popularity.

14th November 2024

Do Now

1. Fortnite makes money through In-Game purchases and collaborations. 
2. A collaboration in Fortnite is Jujutsu Kaisen ✅ 
3. Fortnite has remained so popular because it has frequent updates and collaborations with other popular franchises or celebrities. 
4. P - Personal Identity    I - Information    E - Entertainment    S - Social Interaction 
5. Epic Games owns Unreal Engine? 

Different Audience Groups

Family
Friends
People with busy jobs
Fans 

Audience Theory #1


Active Audience
Media that you can interact / engage with, includes video games.

Passive Audience
Media that you watch / observe, includes watching TV.

Fortnite audiences are active because they play the game themselves, making their own decisions to help them to win the game. Players can also choose what skins to use in game as well as buy skins and other items through In-Game Purchases. You can also interact with events and videos, and discuss it with the rest of the community.


Audience Theory #2

Users and Gratification

P - Personal Identity - Collaborations - Appeal to fans / E-stars
I - Information
E - Entertainment - Escapism - Killing people as someone else
S - Social Interaction - Play with people, friends - Make new friends



One way that video games target and appeal to different audiences is through the use of creativity and active decisions throughout games. For example, in Fortnite, there are multiple modes to choose from. Some modes focus on building, so players can express themselves through creativity, or some modes focus on combat, where players can find different ways to win. This links to the Users and Gratifications Theory, created by Bulmer and Katz. This states ways to keep an audience engaged, using the anagram, PIES. One aspect of this, is Entertainment, which can come through the use of players creativity, and having the freedom to make their own decisions. This also links to video games, such as Fortnite having an Active Audience, meaning that they enjoy making their own decisions.

Another way that video games target and appeal to different audiences, is through convergence. Convergence is where the game can be accessed on multiple different platforms. For example, Fortnite can be played on Xbox, Playstation, PC, Nintendo Switch or even on mobile. Players playing on different platforms, can also play together, across the different devices. This means that players can play with their friends, even if they don't have the same devices. This links to Bulmer and Katz's Users and Gratifications Theory, which states that one reason people play video games is through Social Interaction. Convergence makes this incredible easy, as players can play with existing friends, or even make new friends with players on other platforms.

Thursday 28th November 2024

Do Now

1. An active audience is one that interacts with media. 
2. A passive audience is one that only watches media, rather than interacting. 
3. The uses and gratifications theory is the theory by Bulmer and Katz, using the anagram PIES, standing for Personal Identity, Information, Entertainment and Social Interactions. 
4. Fortnite engages the audiences through frequent updates and collaborations. Synergy and Convergence.
5. Epic Games owns Unreal Engine. 

Video Games: Exam Preparation

L/O: To explore the possible exam questions for video games

  • Fortnite is published by Epic Games.
  • It is rated PEGI 12 as it has frequent scenes of cartoon violence, but no bad language or gambling.
  • It has become popular through frequent updates, convergence and synergy - People can play with their friends even if they have different platforms.
  • Fortnite is funded by in game purchases, and monthly subscriptions, such as the Fortnite crew, as well as synergy with other franchises, such as Marvel, DC and Jujutsu Kaisen.

  • Fortnite targets boys aged 10 - 25.
  • Different collaborations make it appealing to audiences, as fans from other franchises will play Fortnite to play as their favourite characters. There is. lots to do and think about in a game, so it has a very active audience.
  • The uses and Gratifications theory is a theory by Bulmer and Katz, stating the reasons that people play video games, using the anagram : PIES
  • People get Personal Identity, Information, Entertainment, and Social Interaction from playing video games (PIES)

DEL:
Describe
Explain
Link

Explain how video games use technologies to reach audiences. Refer to Fortnite in your response [14 Mars]

Video games use technologies to reach audiences through convergence. Convergence is when something can be accessed, in multiple forms. For example, Fortnite can be played on multiple platforms, such as PC, Xbox, Playstation, Nintendo Switch and Phones. People can play on these different platforms together.

Thursday, 12th December 2024

Do Now

1. An active audience is one that interacts with the media. 
2. A passive audience is one that doesn't physically react with the media, but watches it. Accepts without question.
3. The Users and Gratifications theory is a theory by Bulmer and Katz that states the reasons as to why people play video games, using the anagram, PIES. PIES stands for Personal Identity, Information, Entertainment and Social Interaction. 
4. Fortnite engages the audience through frequent updates and collaborations, and convergence across other forms of media. Synergy
5. DEL (Describe, Explain, Link) can be used to structure an answer. 






















































4 comments:

  1. 19/9- Good start to the question and understanding, T: 2 more detail of specific game examples needed that are applied to each part of the theory. Also you need to check your theme as when you view your blog all your writing is in white on a white background so that needs changing please.

    ReplyDelete
  2. 17/10- Great points here 7/12 T: 3.try to add more detail in the examples you give from Fortnite.

    ReplyDelete
  3. 17/10- Also please change the colour of your theme for the writing as it is white on white. Go to view blog to see what I mean.

    ReplyDelete
  4. 14/11- Excellent answers here. T: Don't mention PIES and 4: Cover additional areas that appeal to the audience: convergence, collaboration, creative

    ReplyDelete

Course Structure

Tuesday 17th September 2024 L.O:  to understand the structure and content of the course Component 1(40%): Media Language and Representations...