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 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 87 glamorisation of the use of illegal drugs and of the simulation of gambling, and explicit sexual activity should also fall into this age category. .
Fortnite has the PEGI rating of 12 for "frequent sences of mild violence" it seems that parents are more concerned with issues surrounding addiction than the levels of violence
HOW IS THE VIDEO GAME INDUSTRY REGULATED?
The video game industry in regulated by PEGI who gives each game a personal age game rating by their explicity. The regulations are ordered in 5 categories, these include 3,7,12,16 and 18. These are all organised by age. PEGI "3" is rated and considered suitible for all ages the game has no explicity and is perfectly safe and suitible to play. Then we move PEGI 12 where it shows violence of a slightly more graphic nature and unrealistic features of violence towards human like characters. PEGI 16 rating can be more extreme, while the use of tobacco, alcohol or illegal drugs can also be present. PEGI 18 is the most extreme rating where it becomes a depiction of gross violence, apparently motiveless killing, or violence towards defenceless characters. The 87 glamorisation of the use of illegal drugs and of the simulation of gambling, and explicit sexual activity.
Technological convergence - when you bring two different technology together and combine them.
Cross media convergence - when two different types of media is combined.
Fortnite collaborations- disney, balenciaga , Travis scott
Synergy- collaborations of different media products or services to promote eachother.
DoNow Thursday 17th
October2024
1 PEGI
2 when you bring two different type of technology together and combine them
3 when 2 types of media is combined
4 collaboration of media
5 12
Convergence benefits the fortnite brand by bringing more audience and promotes fortnite to bring more players from different community and age groups. convergence also brings differnent people on differnt consoles and allows the game to be played on the move on long journeys the possibilities are endless. all differnt parts of the world can also have the chance to expierence the fortnite gameplay since the PEGI rating is only 12+ so it initially isnt high and allows the chance for players to compete with a larger audience for more intencity and variable decisions and choices.
How do video games make money?
battle royale makes money through ingame purchases such as different avatars/skins and accessories
microsanactions
crew subscribsions
merchandiise and licensing deals
in game purchases
Collaborations- travis scott ariana grande
e sports and events
virtual shows on the game to make money
EXPLAIN HOW FORTNITE MAKES MONEY AND THEY HAVE REMAINED SO POPULAR?
fortnite makes money through various different ways.
THURSDAY 7TH NOVEMBER 2024
DONOW
1 all genders as it has things to entertain everyone
2 it uses a range of things to entertain all types of audiences
3 all ages above 12
4 epic games
5 pegi
AUDIENCES
1 main element of the homepage is the collaboration with snoop dogg
2 mulptiple products
3 many collaborations with eminem snoop
4 advertising new seasons and updates
5 sign in, item shop
6
GRAPHIC
homepage is appealing through the use of bright animated graphics and use of imperatives
a rage of posts highlight he latest news and developmentes in fortnite
THURSDAY 14th NOVEMBER 2024
DO NOW
1 fortnite makes money through collaborations in game purchases premium purchases subscriptions
2 working with another celebrity
3 because people engage with the game, collaborations, seasons
4personal identity information entertainment social interaction
5unreal engine
DIFFERENT AUDIENCE GROUPS
friends
family
online mutuals
children
teens
young adults
Audience theory 1
active is the engagment of the audience. doing things for e.g. video games
Passive
watching and observing such as TV
fortnite audiences are active because you are holding your device and your controlling your character, you shoot, you build, select items,
Audience theory 2
uses and gratification theory - PIES
Personal identity- collaborations - appeal to fans (E-stars)
information-
entertainment - escapism, killing people, acting as another, tense and exciting
social interaction- playing with people(friends, mutuals)
video games target audience through their social medias, collaborations, convergence, and updates that lures audeince in, like in fortnite you may see collaborations with famous celebrities like travis scott ariana grande, the weeknd with mullti million audiences varing from different age groups, genders and various parts of the world. each collaborator would have been made a skin or character of themselves or their branding which then the audiences being lured would then buy these skins and equip them. we can apply uses and gratification specifically personal identity.
Thursday 28th November 2024
DoNow
an active audience engages interprets and responds to a media text in different ways and is capable of challenging the ideas endoded in it
an audience whhich accepts the messages encoded in a media text without challenge
Video games exam preperation
the people who published fortnite are EPIC GAMES and its a pegi 12 due to the violence but as its not graphic and its a cartoon game its restricred to a 12+
the game targets young teenagers to young adults
shooting and its a competitive game
i havent got a clue what a gratification theory is
video games use technology like different platforms to spread around the game to differnt consoles so its more accessable to wider communitites. they use other social media platforms such as twitch youtibe and collaborate with gaming stars to creat collaborations and competitions so the fortnight community can
DoNow WEDENSDAY 11th DECEMBER
an sudeince that angegeas with media
the way fortnuite targets a broad mainstream audience is through their stagety of collboration
promotions and events with massivelly knwon brands famous clebrities and other large companies this allows erpic games to lure in new players from all different fan bases and communities to promote fortnite and bring more recognition to the game. examples of this vould be their viral collaborations with pop star ice spice rapper travis scott clothing beand jordan and a famoudly known childrens toy brand lego
this can be linked to user gratification through personal identuty as skins appeal to personal prepherance as theres hundreds of skins to choose from and would match eacbh users unique personality. fortnight targets a mainstream audience by tweaking each new update to satisfy and link into players interests and interacts with players bringing in more good things that they suggest and removing any useless things to fit and please the users interests and brings the game more good ratings.
19/9- I think you have misunderstood the test. Have a look at the question again and complete. Go through each area of the theory and give specific game examples that can be applied to each part of the theory.
ReplyDelete14/11- Great examples. T: 3 theory, the collaboration which then leads to the merchandise and engagement elsewhere in the audience's media life. links to personal identity. Then try another areas of the appeal to explore.
ReplyDelete