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 

 - Dune 
- Stranger things
- Alien
- Marvel
- Star wars 
- DC
- Borderlands 
- Lego 
- Music Artists 
- Anime 
- Teenage Mutant Ninja Turtles 
- Transformers 
- NIKE 
- Jordan 
- Ralph Lauren 
- Adidas 
- John Wick 
- Rocket league 

Synergy 

Media synergy is a collaboration of different media products or services to promote each other. 


                                                                                                                                                                       

Wednesday 16th October 2024  


Do now!  
1  -   PEGI. 
2  -   Technological Convergence the ability to access the same game on many different devices 
3  -   Cross-media Convergence is where you can watch something on many different media services 
4  -   Media synergy is a collaboration of different media products or services to promote each other.
5  -   12 because there is unrealistic violence with animated characters but no bad language or drugs. 



Convergence benefits the Fortnite brand because it allows a larger audience across platforms. This benefits the Fortnite brand because it allows it reaches a wider audiences. You can also switch between platforms mid game and can be played on the move, the benefits of this is that people will spend money on other platforms so they can play it where ever they are.  You can also broadcast competitions on streaming platforms and youtube, Doing this attracts more people to the game, bringing epic games more money and more fame. 
Synergy also benefits the Fortnite brand because it creates a wider audience outside gaming this is bringing more people to the game if they have a collaboration with a brand lots of people like. Bringing collaborations to the game keeps it fresh because its adding lots of new things to the game such as artists or athletes that many people like or look up to and it brings them towards the game to make them continue playing it or to start playing it because there favourite brand or person is added to the game. 
Fortnite appeals to many different ages of gamers do to there collaborations such as marvel lego, alien, stranger things and this will benefit the game because it will bring a lot more people older and younger to the game because they have collaborations with shows or brands that they enjoy. 


How do video games make money

Fortnite Battle Royale makes money through a variety of methods, including:
  • 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.

reached 150 million users, and had 10 million players in the first two weeks. 




Fortnite have made money from a various amount of ways such as in-game purchases ( v-bucks ) ,
DLC's, Merchandise sales, Fortnite crew subscriptions and collaborations. This makes Fortnite a lot of money considering the game is free people don't mind spending money on theses things. Collaborations have made Fortnite a lot of money because it brings a lot of people to the game who want to be the skin of there person or see the vent of the collaboration such as the travis scot concert in Fortnite it brought a lot of people to the game to watch the in game concert and buy the cosmetics. Fortnite has remained popular with audiences by collaborating with big celebrities or brands that many people lie and will go to play the game just for them and by creating lots of animated trailers that are minutes long enticing people to the game making them want to play it.  



                                                                                                                                                                       
Wednesday 6th November 2024

Audiences

The main element of the Fortnite homepage is the advertisement of all the new things in the game 
The new Fortnite season, battle pass, competitive tournaments, Fortnite festival are all featured on the website

 
Who are the audience 
78% are male, 22% are female, 53% are 10 -25, and 42% are in full time employment 


How does Fortnite target them? 
- younger audiences 
- esports stars 
- ninja most famous Fortnite player 
- non traditional gamer celebrities such as rappers and NBA athletes 


                                                                                                                                                                       

Wednesday 13th November 2024
Do Now!
1. collaborations, in game purchases
2. working with a brand or celebrity 
3. Fortnite has remained so popular because it is always adding new things and collaborations 
4. Personal identity, Information, Entertainment, Social interaction
5. unreal engine 

Different Audience Groups 
Fortnite have a younger audience group that like the game because of there different collaborations such as there marvel and star wars and there lego collaborations. All of these appeal to the younger audiences because it is what they like so they enjoy playing Fortnite. 

Active audience -  engages with media messages by interpreting, evaluating and responding to them 
- pick which game-mode you play
- select which guns you use when in game
- you can choose weather you want to work with others
- you can build anything in game 
- you can make your own game in Fortnite 

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


The collaborative nature of the gameplay provides social interaction
The use of game and non-gamer celebrities could also relate to the search for role-models that contribute to personal identity.



Fortnite targets a younger audience through the collaboration of lego and marvel because that is what a younger audience enjoys the most getting them to play together however they target an older audience through the collaborations such as Eminem and the walking dead which appeals to the older audience because they have a higher age rating and it is what the audience likes. This contrasts the Audience theory of personal identity because the collaborations are what the audience likes and there is lots of different collaborations to reach every type of audience based on there identity and likes. Although Fortnite is mainly an active audience it does have a passive audience that just accepts the game for what it is and just plays it with no question weather people are saying its bad or not.

13/11- 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.

                                                                                                                                                                      
Wednesday, 20th November 2024
Do Now! 
1.  engages with media messages by interpreting, evaluating and responding to them
2.  an audience that accepts media messages without question and is more likely to be directly affected 
3.  Personal identity, information, entertainment, social interaction 
4.  Fortnite engages with the audience by having certain things in the game aimed at a certain aged audiences and Fortnite also listen to there audiences and adds what they want to the game
5.  Unreal Engine 

Video Games: Exam Preparation

L/O - to explore the possible exam questions for Video Games

Epic Games publishes Fortnite and it is rated PEGI 12 because of its use of guns and violence but the lack of swear words and blood it isn't a PEGI 15. The collaborations and epic games listening to what he audience want and keeping the game fresh, and new and all of the social media platforms and content creators are what is making the game so popular. The game is funded through merchandise, in game purchases, subscriptions and collaborations.

Fortnite Targets a wide range of audiences going from a young aged audience - working adults but the main audience is 10 - 25 aged people. Epic game Targets these different audiences through the different elements in the game such as lego as marvel towards the young audience and the Eminem and snoop dog collaboration for the older teenage audience, Epic games uses its elements and picks out certain collaborations to target its certain audiences.

 


Video Games use Technologies to reach audiences, like Fortnite, Fortnite have there game live streaming and videos playing all over TikTok, Youtube, Twitch which brings more people to the game. Fortnite use all of this publicity from the content creators making videos and doing live streams of there game as advertisement because it gets people to like there game and want to play it for them self. And anyone can play the game as you can play it on every device or phone from the past 10 years and anyone will enjoy there game because of there collaborations aimed at various different age groups which everyone watches on technology.

                                                                                                                                                                      
Wednesday 11th December 2024
Do Now!
1. engages with media messages by interpreting, evaluating and responding to them 
2. an audience that accepts media messages without question and is more likely to be directly affected 
3. Personal identity  Information.   Entertainment    Social interaction
4. synergy and convergence
5. DEL








 

Comments

  1. 18/9- Great start with some areas of PIES. T: 1. more application of all the PIES areas to the e.g. chosen

    ReplyDelete
  2. 16/10- Excellent answer. 10/12 T: 3.try to add more detail in the examples you give from Fortnite.

    ReplyDelete
  3. 13/11- 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

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