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. 











































1 comment:

  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

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