C1 Gaming

                                                                                                                       Thursday 19th September 2024 

Do now

1) magazine

2) film

3) gaming

4) radio 

5) newspaper 

6) advertisement 

7)TV*

                                                        Video Games 

LO- to explore the history and context of video game  


  • video games are a relativly new media 
  • in 2024,the video game company have made 187.7 billion 1970 \

1970-game=pong feautures=Nolan bushness and ai alcon of alria devleop and arcade 
1980-Games=gameboy feautures nintendo gameboy populariti es  handheld gaming 
1990 game = tomb raider features = lara croft debutes as the star eidos adventure
2000-    

P personal identity
I information
E entertainent
S social interaction





a)a communication theory that explains why people use media and what they get from it.

b)dopamine 


c)to live a viturtual reality


d)through a chat and mic


e) could contain vital and key information and learn instructions on how to play the game correctly 





DoNow
1 epic games
2 2017 1991
3gun battle game
4
5
 


Exploring Context

prince harry video on fortnite
 the main point in thr video is that he thinks the game is addictive and irresponsible and has a negative impact on young children i agree because ive see people spend 2 grand on a video game when you 

i agree with the video g  because it is the parents responsibility on the younger childre i think think this idea maybe abit to exessive because no people arent fighting eachother because of the games but it may give them the idea that they could take anyone on like make them think they cam fight 
   

 the videos main point proeved that shwing little kids violent and videos or even agressive games they will copy or adapt to also become violent.

Thursday 10th october 2024



do now
1 bandura
2 is fortnite not suitible for kids addiction 
3violence 
4higher expectation of the games 
5advertimsemt and in app purchases


REGULATION
lo/ to explore how video games are regulated 



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 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. PEGI 18.  



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

 all genders as it has things to entertain everyone 
 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. 

Comments

  1. 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.

    ReplyDelete
  2. 14/11- 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

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