Wednesday 18th September 2024
Do Now:2/2
- Magazines, games, Tv, Music, Radio, Newspaper, Film
- Phone, Computer, The internet, I-pad
Video Games
Uses and Gratification Theory:
- The theory states that an audience will use media form for either one of four reasons:
- Personal identity
- Information
- Entertainment
- Social interaction
Base line test:
- The theory for why people play video games by Blumer Katz include Personal identity, information, entertainment, social interaction. Blume and Katz say Entertainment might make you play a video game to entertain themself E.G Minecraft infinite possibilities to build survive and play various custom games They say Personal identity might make you play a game to get personal identity for example Sims in Sims u create ur own person start a life a build a family. Another thing they say is Social interaction might make people play a game to interact with people Roblox is a good example with many hangout games and the ability to join ur friends in any game at any time Finally they say Information could make you play a game to gain information for example Duolingo or any leaning game Conclusion i think that Blumer and Katz Gratification theory is very real in todays gaming industry most games these days include more than 1 of these theory sometimes them all
18/9- Excellent application of the theory. T: 3. try to answer in full sentences and build an argument to respond to the question.
Wednesday 25th September 2024
Do Now
- PIES
- Personal identity ✓
- Information ✓
- Entertainment ✓
- Social interaction ✓
Case Study: Fortnite
- PS5, Nintendo, Xbox, Wii, PC ect.
- cheap and easy to play
- it has increased
- in game purchases
- VR it means u are basically in the game and that can be way more fun
- a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
Research Task:
- Epic Games
- Since 2017
- 32 Billion
- rocket racing, Lego Fortnite, and Fortnite festival
- Battle royale survive a moving storm and be the last man standing
- action
- youtube
- a lot
- free to play, very repeatable, online
- entertainment and social interaction
epic games
- in the Guinness book for most successful game engine
- was originally run from his parents house
- did it on a website to encourage users to do so
Wednesday 2nd October 2024
- Epic games
- 1991
- action battle, gun, build game
- Personal identity Information Entertainment Social interactions
- a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
Do violent video games make people more violent
- the Bobo dolls experiment was when some kids watched a video a of someone hitting a doll and the producers then put a doll in front of the kids, the kids then started hitting the doll Bandura
- they make you violent
- addictive
- greatly increased higher expectation of the games
- in game purchases / Adds
Regulation
L/O: to explore how video games are regulated
- PEGI regulates video games
PEGI AGE RATINGS
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.
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.
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.
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.
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.
PEGI CONTENT DESCRIPTIONS
VIOLENCE
The game contains depictions of violence. In games rated PEGI 7 this can only be non-realistic or non-detailed violence. Games rated PEGI 12 can include violence in a fantasy environment or non-realistic violence towards human-like characters, whereas games rated PEGI 16 or 18 have increasingly more realistic-looking violence.
The game contains depictions of violence. In games rated PEGI 7 this can only be non-realistic or non-detailed violence. Games rated PEGI 12 can include violence in a fantasy environment or non-realistic violence towards human-like characters, whereas games rated PEGI 16 or 18 have increasingly more realistic-looking violence.
BAD LANGUAGE
The game contains bad language. This descriptor can be found on games with a PEGI 12 (mild swearing), PEGI 16 (e.g. sexual expletives or blasphemy) or PEGI 18 rating (e.g. sexual expletives or blasphemy).
The game contains bad language. This descriptor can be found on games with a PEGI 12 (mild swearing), PEGI 16 (e.g. sexual expletives or blasphemy) or PEGI 18 rating (e.g. sexual expletives or blasphemy).
FEAR / HORROR
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).
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. These simulations of gambling refer to games of chance that are normally carried out in casinos or gambling halls. Some older titles can be found with PEGI 12 or PEGI 16, but PEGI changed the criteria for this classification in 2020, which made that new games with this sort of content are always PEGI 18.
The game contains elements that encourage or teach gambling. These simulations of gambling refer to games of chance that are normally carried out in casinos or gambling halls. Some older titles can be found with PEGI 12 or PEGI 16, but PEGI changed the criteria for this classification in 2020, which made that new games with this sort of content are always PEGI 18.
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. Depictions of nudity in a non-sexual context do not require a specific age rating, and this descriptor would not be necessary.
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. Depictions of nudity in a non-sexual context do not require a specific age rating, and this descriptor would not be necessary.
DRUGS
The game refers to or depicts the use of illegal drugs, alcohol or tobacco. Games with this content descriptor are always PEGI 16 or PEGI 18.
The game refers to or depicts the use of illegal drugs, alcohol or tobacco. Games with this content descriptor are always PEGI 16 or PEGI 18.
DISCRIMINATION
The game contains depictions of ethnic, religious, nationalistic or other stereotypes likely to encourage hatred. This content is always restricted to a PEGI 18 rating (and likely to infringe national criminal laws).
The game contains depictions of ethnic, religious, nationalistic or other stereotypes likely to encourage hatred. This content is always restricted to a PEGI 18 rating (and likely to infringe national criminal laws).
IN-GAME PURCHASES
The game offers players the option to purchase digital goods or services with real-world currency. Such purchases include additional content (bonus levels, outfits, surprise items, music), but also upgrades (e.g. to disable ads), subscriptions to updates, virtual coins and other forms of in-game currency.
The game offers players the option to purchase digital goods or services with real-world currency. Such purchases include additional content (bonus levels, outfits, surprise items, music), but also upgrades (e.g. to disable ads), subscriptions to updates, virtual coins and other forms of in-game currency.
technology
- Shaq
- peter griffin
- Avatar
- PEGI
- is were the game is cross platformed and is able to be played on multiple different softwares E.G. Fortnite can be played on PC, Consoles, laptops ECT..
- is were the game is shown in multiple different social medias
- is the collaboration of different media products or services
- 12, cartoonish violence and not realistic
how do video games make money
- advertising
- subscription
- in-app purchases
- microtransactions
- in-game advertising
- data monetisation
- freemium games
- gaming merchandise
- merchandising
Audiences
L/O: To explore the appeal of video games and how the industry targets different audiences
- appealing images
- item shop
- Chaq, snoop dog ect
- Fortnite festival op remix and battlepass
- advertising
- to promote the money stuff
- in game purchases
- when a company person or organisation is added to Fortnite to promote bot Fortnite and the brand
- cause its free, an it has different game-modes to play
- personal identity, information, entertainment, social interaction
- unreal engine
Different audience groups
- game mode
- select games
- work with others
- build
- design creative
- create games via unreal engine
- choose guns
- engages interprets and responds to a media text
- An audience which accepts the message encoded in a media text without challenge
- asserts that people use media to gratify specific wants and needs
- through collaborations
- unreal engine
Video games Exam Preparation
- Epic games publishes Fortnite
- the PEGI rating for Fortnite is 12 because it is cartoonish violence with little to no profanity
- convergence has made it so popular because of collaborations keeping the game up to date and fresh appealing to a wider audience
- the game is funded by in game purchases subscriptions and collaboration, this is successful because if someone was to love a collaboration in Fortnite they would probably want to buy it and there are many collaborations and in game purchases to appeal to a wide range of people
- Fortnite targets many different people example young boys people who don't go to school
- there are many different game modes example creative, battle royale, lego Fortnite, rocket racing ect this makes it appealing to different audiences
- people choose a game or media because it appeals to that audience type or they expect that type of media
- people who play Fortnite get escapism because they can do things in game that they cant do in real life eg killing people building ect they also use PIES eg personal identity is used in skins which u can customise and entertainment which is used by the fun repeatable and fresh gameplay
- audience that engages with media messages
- audience that accepts media messages without question
- PIES
- Synergy and Convergence
- DEL
18/9- Excellent application of the theory. T: 3. try to answer in full sentences and build an argument to respond to the question.
ReplyDelete16/10- Great answer. 9/12 T: 4. try to add more detail in your answers to explain how they benfit with detailed examples.
ReplyDelete13/11- Great information. T3: explain in more detail how this would be escapism for the theory.
ReplyDelete