C1 Gaming
Wednesday 18th September 2024
Video Games
l/0 to explore the history and context of video games
Do now!
1. newspaper, Radio, Video Games
2. Phone, Computer, Tv
DECADE
1970s - 1978 the first space invaders game was made in Japan
1980s - 1987 legend of Zelda was made - 1989 - hand held gameboy was popularised
1990s - 1995 - Sony releases the first playstation in the United States for less than 100 dollars
2000s - 2005 - the xbox 360 was released
2010s - 2010 - Minecraft was released and became an addictive block game
Uses & gratifications theory - PIES
Personal identity
Information
Entertainment
Social interaction
BASE LINE TEST
Explain why audiences play video games.
People play video games for social interaction and entertainment they are able to do this over most games such as Minecraft, Fortnite, call of duty, Fifa, Roblox and they do this because all of these games are multiplayer and they are ablate communicate to friends or new people entirely, people talk to their friends or new people whilst playing these games for entertainment and they do this by just having a laugh, winning the game and overall just having a good time. people also play video games for information, they can gain this information from games such as player on player games because it teaches people to strategise so they can win and games such as Minecraft which is more of a player versus enemy game it teaches people how to survive, and architecture by how you can build anything in the game. People play video games based on there personal identity, such as someone will be playing a car racing game such as Forza horizon because they love cares and love racing and want to be a racer when they are older or someone playing FIFA (which is a football game ) could love football and be good a football and want to be a footballer when they are older
TARGET: Do the other PIES.
Wednesday, 25th September 2024
Do Now
1. P.I.E.
2. Personal identity
3. Information
4. Entertainment
5. Social interaction
People can now play video games on xbox, playstation, Nintendo switch, mobile phone, laptop, tablet/i pad, PC, Virtual reality
smartphones are a popular way to play games on because you can take them everywhere, they are small there are lots of games on the phones.
i think the gaming audience has gotten bigger and better because no matter what device you have now you can still play video games.
Company's make money from free games on mobile devices by having adverts in them and selling in game items for real money
Augmented reality is an interactive experience that combines the real world and computer - generated world together to make the gaming experience better.
An interesting fact in gaming is that there is a portion, not a big portion but there is a portion of 65+ year olds that play video games ( 5% of the gaming audience is 65+ )
Case Study: Fortnite
1. Epic games
2. Fortnite has been around for 13 years but the main battle royal game came out in 2017
3. 5.6 billion
4. save the world, creative, battle royal
5. in Fortnite battle royal 100 players spawn in and have to fight each other, last team standing wins, in Fortnite save the world its a player on enemies and you have to complete missions and upgrade your base
6. fortnight is a player on player battle royal genre, survival, construction, fighting game
7. TikTok, instagram, youtube, twitch, twitter, facebook snapchat
8. Fortnite is a multiplayer game and can join teams of up to 4 people in its normal battle royal Game-mode but in its other game modes you can join up to 32 to people and speak to all of them through game chat
9. Fortnite has been so successful because of its tournaments and its overall popularity growth over covid lock down, and has such big content creators basing there content on the game, there are also so many different Game-modes that appeal to everyones likes. and it has lots of genres and free to play.
10. All the G and U theory's can apply to Fortnite and its gaming audience,
entertainment - the game is fun
personal identity - act how you want to act, pick your character
information - they do colas with films and artists
social interaction - talk to friends and meet new people
Epic games was started by Tim Sweeney in 1991 in his parents house
in 2014 Guinness book of records named unreal engine most successful video game engine
Epic games uses an operating system called unreal engine to develop Fortnite
Wednesday 9th October 2024
Regulation
L/O: To explore how video games are regulated
Do now!
1 - Bandura
2 - it causes aggressive behaviour
3 - its addictive
4 - it has increased
5 - adverts
PEGI regulates video games
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
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 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 glamorisation of the use of illegal drugs and of the simulation of gambling, and explicit sexual activity should also fall into this age category.
How is the video game industry regulated?
PEGI regulates the gaming industry, there are 5 different ratings: PEGI 3, PEGI 7, PEGI 12, PEGI 16 and PEGI 18. PEGI 3 is suitable for all age groups, isn't scary to young children very little violence and no bad language, PEGI 7 is possibly frightening to little children and mild forms of violence, PEGI 12 is show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters and mild bad language PEGI 16 and PEGI 18 both show the use of illegal drugs, alcohol and gambling and both show violence which reaches a level that looks the same as it would in real life. Fortnite is a game that is rated PEGI 12. Fortnite is rated at this level due to its violence against animated, non - realistic characters, the use of guns, it isn't rated higher than this because there is no bad language nor sexual activity. People under the ages of 12 shouldn't play Fortnite due to its violent characteristics that could cause younger children to get scared or even copy the level of violence and take it to real life.
Technological Convergence And Cross- media Convergence
- Technological Convergence the ability to access the same game on many different devices such as pc XBOX, PS4, mobile phone laptop and even a Nintendo switch.
- Cross-media Convergence is where you can watch something on many different media services as well as playing it such as youtube, twitch, twitter, instagram, TikTok.
Fortnite Collaborations
Synergy
How do video games make money
- In-game purchases: Players can buy in-game items like skins, emotes, and the Battle Pass using V-Bucks, the game's virtual currency. The Battle Pass offers seasonal challenges and rewards.
- Downloadable content (DLC) sales: The majority of Fortnite players have purchased some form of DLC.
- Merchandise sales: Fortnite generates income from selling merchandise.
- Fortnite Crew subscriptions: Fortnite Crew subscriptions offer exclusive benefits.
- Collaborations: Fortnite's collaborations with popular brands and celebrities contribute to its revenue model.
Audiences
Wednesday 13th November 2024
18/9- Great start with some areas of PIES. T: 1. more application of all the PIES areas to the e.g. chosen
ReplyDelete16/10- Excellent answer. 10/12 T: 3.try to add more detail in the examples you give from Fortnite.
ReplyDelete13/11- Great examples used. T3; Theory needs to be explored more, apply the uses and gratification to the e.g. you have used and how this would appeal to the audience.
ReplyDelete