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
- Epic games
- 1991
- Action (Battle , Gun , Build game)
- Personal Identity , information , entertainment , social interaction
- 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
- snoop dog collaboration , an image
- multiple products
- snoop dog , lego , eminem
- 6 news about whats going on in games
- sign in and buy things
- 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
- people who can interact / engages with media
- people who watch/observe
- personal identity, information, entertainment, social interaction
- by doing collaborations and often updates
- Unreal engine
Video games: Exam preparation
- Epic games
- 12 because theres little violence
- the game targets 12-25 year olds
- .
- .
- 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
- engages
- watches
- PIES
- synergy , convergence
- DEL
17/10- absent for the lesson, please attempt the question below following the prompts.
ReplyDeleteHow 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.
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