C1 Gaming

                                                                                                                        Thursday 19th September 2024

Do now

1. Magazines, social media     TV, Radio,Film,Video games, Advertising, News 

2. Everywhere     Cinema, Phone, Computer, Magazine


Video Games

L.O:  To explore the history & context of video games


  • In 2024, the video games market is projected to reach a revenue of US$282.30bn.
  • Video games are a relatively new media form.
  • Since 1970s they have had massive growth. This has been due to rapid technological development - think graphics , narratives , interactivity , consoles , internet ect.

  • 1970s     Space invaders came out in 1978.  within a year 60,000 machines in the USA
  • 1980s.    Legends Of Zelda came out in 1987. The Legend of Zelda incorporates elements of action, adventure, and role-playing genres.
  • 1990s.    Tomb Raider came out in 1996. Its an action-adventure video game in which the player assumes the role of archaeologist-adventurer Lara croft
  • 2000s  World of WarCraft came out in 2004.   4 years after its release it surpasses 10 million subscribers making it the most popular massively multiplayer online game ever.
  • 2010s   The last of us came out in 2013.   The Last of Us is an action-adventure game played from a third person perspective.

Personal Identity
Information
Entertainment
Social Interaction
=
PIES




Base Line Test


People play video games because it can be an escape or they just play it for fun, it can bring enjoyment and positivity. The audience may like the game because they might see themselves in a character they like or find comfort in it. In some video games you can play in multiplayer and play with strangers, friends and family, in some games its more enjoyable when playing games, but other times it can be fun just to play by yourself. You can gain knowledge from some games depending on the game.









                                                                                                                          Thursday 3rd October 2024

Do Now

  1. Epic games
  2. 1991
  3. Action (Battle , Gun , Build game)
  4. Personal Identity , information , entertainment , social interaction
  5. Combines real world and computer generated world


Exploring context

L.O: To explore the context of video games

Do violent video games make people more violent?




Prince Harry video on fortnite


The main points are that Prince Harry thinks that fortnite is irresponsible and can cause addiction


Healthcare triage on video games

The main points are 


Bandura and video games

The main points are if children are shown violence they will copy



                                                                                                                       Thursday 7th November 2024




Convergence benefits the Fortnite brand by 


Audiences


  1. snoop dog collaboration , an image 
  2. multiple products 
  3. snoop dog , lego , eminem 
  4. 6 news about whats going on in games
  5. sign in and buy things
  6. they advertise the crew so if you join it you're not 'left out'
graphics , the latest news , addresses the audience into a role , merchandise and competition , epic games link to other games
78% male , 22% female , 53% are 10-25 , 42% are in full employment

it targets younger people especially people like ninja who has a high follower rate





                                                                                                                     Thursday 14th November 2024


Different audience groups
  • family
  • friends
  • fans of other things that has collabed


Audience theory #1


Active - doing things and engaging in activities 
passive - observing and not engaging


How is Fortnite active
  • Choose your character
  • you can interact with live events
  • you can buy things like skins
  • select guns
  • you can choose what to build

Audience theory #2

Uses and Gratification

PIES

Personal Identity - collaborations - appeal to fans 
Information
Entertainment - escapism , killing people , acting as another , tense + exciting
Social Interaction - play with people , friends , new friends



Video games target the audience through doing collaborations with people that others enjoy such as lego , marvel , eminem , snoop dog and ariana grande . by doing a collab with ariana it gets more women playing the game instead of the majority just being men . it draws more people young and older together like eminem will bring older people but something like lego or ariana grande it brings younger people onto the platform . 


                                                                                                                     Thursday 28th November 2024


Do now
  1.  people who can interact / engages with media
  2.  people who watch/observe 
  3.  personal identity, information, entertainment, social interaction
  4.  by doing collaborations and often updates
  5.  Unreal engine


Video games: Exam preparation

  1.  Epic games
  2. 12 because theres little violence 

  1. the game targets 12-25 year olds
  2. .
  3. .
  4. while the audience is playing the game it can give them a sense of escapism and freedom

Video games use technology to target audiences by collaborating with famous people/companies


                                                                                                                     Thursday 12th December 2024
Do now
  1. engages
  2. watches
  3. PIES
  4. synergy , convergence
  5. DEL










Comments

  1. 17/10- absent for the lesson, please attempt the question below following the prompts.
    How does synergy and convergence benefit the Fortnite brand?​
    Convergence benefits Fortnite by......​

    Use on lots of platforms so a bigger audience​

    Can use on the go and saves the game so wider audience​

    Uses social media and streaming to appeal to a wider audience​



    Synergy benefits Fortnite by....​

    Keeps it fresh with new releases- infinity war​

    Collaboration with other stars to cross promote.​

    ReplyDelete
  2. 14/11- Great response here. T: 3 the collaboration which then leads to the merchandise and engagement elsewhere in the audience's media life. links to personal identity.

    ReplyDelete

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