C1 Gaming

Wednesday 18th September 2024 

Do Now:2/2

  1. Magazines, games, Tv, Music, Radio, Newspaper, Film                                                                        
  2. Phone, Computer, The internet, I-pad



Video Games

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


decade:                                 game:                                                     features:

1970s:                   first, FPS game was made         a labyrinth/Maze made of wire frame graphics

1980s:                 First arcade game PacMan                  best selling arcade game of all time

1990s:               Sonic the Hedgehog Sega icon     little blue guy with blazing speed and edgy personality

2000s:               Steam, biggest gaming platform       allows players to play download and update games

2010s:            Minecraft, most sold game in the world       RPG block game infinite possibilities 

Uses and Gratification Theory:

  • The theory states that an audience will use media form for either one of four reasons:
    1. Personal identity
    2. Information
    3. Entertainment
    4. 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

  1. PIES 
  2. Personal identity ✓
  3. Information ✓
  4. Entertainment ✓
  5. Social interaction ✓

Case Study: Fortnite

L/O: to research the case study and explore the context of video games

  1. PS5, Nintendo, Xbox, Wii, PC ect.
  2. cheap and easy to play
  3. it has increased 
  4. in game purchases
  5. VR it means u are basically in the game and that can be way more fun
    1. a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.

18-34 years = 36% Of people who plays games



Research Task:

  1. Epic Games
  2. Since 2017
  3. 32 Billion
  4. rocket racing, Lego Fortnite, and Fortnite festival
  5. Battle royale survive a moving storm and be the last man standing
  6. action
  7. youtube
  8. a lot
  9. free to play, very repeatable, online
  10. 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

do now  5/5
  1. Epic games
  2. 1991
  3. action   battle, gun, build game
  4. Personal identity Information Entertainment Social interactions 
  5. 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

L/O: To explore the context of video games





Prince harry - Harry thinks its Addictive and keep u in-front of the screen, he thinks it should be banned, and its a official disorder being addicted to gaming. Personally i agree with the addictive part because gaming realises good hormones which makes people addicted


Healthcare triage - 
The main points from this video are that there is no link between violence and video games and that violence only impacts thoughts

I think this ideas is very true

Media insider - Banjuras copy cat theory is that some kids watched a adult hit a doll and then the kids would be in a room with that doll the kids then hit the doll this theory links to video games and copying from them. But i disagree with this because kids are more likely gonna do things an adult will an it a video not a game



i believe video games do NOT makes violence but can make u have violent thoughts the main points for violence in video games creating violence are violent thoughts





Wednesday 9th October 2024

Do Now  /5
  1. 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
  2. they make you violent
  3. addictive
  4. greatly increased higher expectation of the games
  5. 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 3



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 7




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 12





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 16



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. 

PEGI 18



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.​

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).

Bad Language



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).

Fear



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.

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. Depictions of nudity in a non-sexual context do not require a specific age rating, and this descriptor would not be necessary.

Sex



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.

Drugs



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).

Discrimination



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.


In-game Purchases



How is the video game industry regulated? refer to Fortnite to support your answer. (4 Marks)



the video game industry is regulated by PEGI, there are 5 different age ratings 3, 7, 12, 16, 18 games are placed into these categories depending on these 8 different factors: violent, Bad language, Fear/horror, gambling, sex, drugs, discrimination and in game purchases Fortnite has a age rating of 12 which is surprising at first because its a shooter and the aim is to kill everyone you see, but because it sais that  the game is cartoonish and not realistic it is more suitable for a younger audiences the violence is to bad to 7 but not bad enough to be 16




technology

L/O: to explore how technology has advanced gameplay




technical Convergence: 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..



Cross Media Convergence: is were the game is shown in multiple different social medias


Fortnite Collaborations:
  1. Shaq
  2. peter griffin
  3. Avatar
Synergy is the collaboration of different media products or services


Wednesday 16th October 2024
Do Now 5/5
  1. PEGI
  2. 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..
  3. is were the game is shown in multiple different social medias
  4. is the collaboration of different media products or services
  5. 12, cartoonish violence and not realistic




how do video games make money

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


Convergence benefits the Fortnite brand because it allows a larger audience across platforms this means more people on different devices can easily play, 

Additionally you can switch platforms mid-game without it breaking this allows the use to switch to another more mobile device to play on the go 

finally Fortnite can be broadcasted and streamed on different media platforms like youtube, TikTok, twitch ect this can promote the game and the media platform

Synergy also benefits the Fortnite brand because it creates and brings a wider audience outside of gaming which can lead to more people playing and further more lead to more money for the compony

secondly it keeps the game fresh with up to date trends and new released medias which can appeal to a wider audience

lastly it can appeal to a wide range of age groups with the wide range of collaborations eg lego and marvel. 


Different ways games make money
  • advertising
  • subscription
  • in-app purchases
  • microtransactions
  • in-game advertising
  • data monetisation
  • freemium games
  • gaming merchandise
  • merchandising


150 million users was reached rapidly, and in the first 2 weeks it reached 10 million players.



Fortnite makes money through in-app purchase, advertising, subscription, in-game advertising, data monetisation, freemium games, gaming merchandise, merchandising and more. Successful collaborations that have operated in Fortnite are: Star Wars, NFL, Marvel, Ninja, Marshmallow, DC, Travis Scott, John Wick, Naruto, Among Us all of these examples made Fortnite the most money Fortnite has remained popular with its audiences with its up to date collaborations and free to play repeatable play style.


Wednesday 6th November

Audiences

L/O: To explore the appeal of video games and how the industry targets different audiences


  1. appealing images 
  2. item shop
  3. Chaq, snoop dog ect
  4. Fortnite festival op remix and battlepass
  5. advertising
  6. to promote the money stuff
78% male 22% female
53% 10-25 age
42% full time employment

Wednesday 13th November 2024
Do Now  /5
  1. in game purchases
  2. when a company person or organisation is added to Fortnite to promote bot Fortnite and the brand
  3. cause its free, an it has different game-modes to play
  4. personal identity, information, entertainment, social interaction
  5. unreal engine
 

Different audience groups


Active: engages with media messages by interpreting, evaluating, and responding to them

Passive: an audience that accepts media messages without question and is more likely to be directly affected by them

  • game mode
  • select games
  • work with others
  • build
  • design creative
  • create games via unreal engine
  • choose guns
Fortnite relates to the "escapism" and "catharses" however the collaborations nature the gameplay, the use of gamer and non gamer celebrities could also relate to the search for role models that contribute to personal identity this could be liked to dyers star theory



Video games target the audience through collaboration because the existing audience form the collaboration gets added to Fortnite which can increase the player-base and bring in more money

This can be seen in Fortnite when they made a season about marvel and that season became very popular because people who enjoyed/liked marvel would like to use it in Fortnite this links to PIES: escapism because people would play Fortnite with there favourite collaboration.

Audience theory such as PIES (uses and gratification) applies to this example because people will get escapism and catharses through playing marvel, the audience are able to escape the real world, because in the game people can kill and build which you cant really do in the real world

great information. T3: explain in more detail how this would be escapism for the theory




Wednesday 20th November 2024
Do Now 5/5
  1. engages interprets and responds to a media text
  2. An audience which accepts the message encoded in a media text without challenge
  3. asserts that people use media to gratify specific wants and needs
  4. through collaborations
  5. unreal engine 

Video games Exam Preparation

L.O: to explore the possible exam questions for Video Games


  1. Epic games publishes Fortnite
  2. the PEGI rating for Fortnite is 12 because it is cartoonish violence with little to no profanity
  3. convergence has made it so popular because of collaborations keeping the game up to date and fresh appealing to a wider audience
  4. 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
  5. Fortnite targets many different people example young boys people who don't go to school
  6. there are many different game modes example creative, battle royale, lego Fortnite, rocket racing ect this makes it appealing to different audiences
  7. people choose a game or media because it appeals to that audience type or they expect that type of media
  8. 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

Cross Media Convergence: is were the game is shown in multiple different social medias


Synergy is the collaboration of different media products or services


Video games use technology to target audiences by being on youtube. This technology appeals to the audience because youtube is a massively popular media service which many people use to watch stuff on and they can easily find Fortnite. This links to the success of Fortnite because youtube is basically promoting Fortnite leading it to be more popular 

Additionally Fortnite colabs with celebrities and popular shows. This technology appeals to the audience because people can get personal identity from different colabs 



Wednesday 11th December 2024
Do Now 3/5
  1. audience that engages with media messages
  2. audience that accepts media messages without question
  3. PIES
  4. Synergy and Convergence
  5. DEL


Improvement week


















3 comments:

  1. 18/9- Excellent application of the theory. T: 3. try to answer in full sentences and build an argument to respond to the question.

    ReplyDelete
  2. 16/10- Great answer. 9/12 T: 4. try to add more detail in your answers to explain how they benfit with detailed examples.

    ReplyDelete
  3. 13/11- Great information. T3: explain in more detail how this would be escapism for the theory.

    ReplyDelete

course structure

 Friday 13th September 2024 LO: to understand the structure and content of the course