Video Games

 Tuesday 5th November 2024

Video Games

LO: To explore the history and context of video games.

Video games are a relatively new media form. In recent years, the diversity of game genres and platforms on which they can be played. Gaming is a massively growing industry and has caused a massive change due to rapid technological development.

1970 - Pong features: singleplayer

1980 - Game boy's release encouraged handheld gameplay Features: Hand held, offline, single player.

1990 - Everquest: one of the first mmo's to be released encouraging multiplayer and using online connections Features:

2000 - World of warcraft: takes the world by storm and quickly becomes one of the biggest mmorpg's in the world and continues to hold its no.1 spot to this day. Features:

2010 - Minecraft: Becomes one of the most popular sandbox games with its unique style. features:


The ability to play online, the availability of multiple consoles, development in technology.

1. pc, playstation, xbox

  2. because they can play on the go

3. it has increased

4. in game purchases

5. because it takes stuff from the real life world and is then able to have virtual reality aspects.


Friday 8th November 2024

Do now

1. Graphics development and addition to multiplayer

2. Augmented reality is virtual reality but with real life aspects.

3. Online games

4. Relating to characters from video games.

5. entertainment

Case study : Fortnite

1. epic games

2. since 2017

3. Fortnite has made over 26 billion dollars

4. Save the world

5. build, and eliminate people to obtain a victory royale

6. a shooter

7. TikTok, Snapchat, Instagram, Youtube, Twitter

8. by inviting friends.

9. because it is aimed towards children or people who like shooters.

10. Entertainment,  


Epic games: Epic games is owned by Tim Sweeney and was made. in 1991. Epic games uses an operating system called unreal engine, other big name games use this such as infinity blade and batman: Arkham city.

Exploring context:

Do violent video games make people more violent?


Tuesday 12th November 2024

Do now

1. Epic games

2. Save the world

3. unreal engine

4.  a movement based on people thinking that violent video games turn into violent actions in real life.

5. the act of controlling something.

Regulation

LO: to explore how video games are regulated

Ages 3 and older Suitable for all age groups. No sounds or pictures likely to frighten young children. Very mild violence (comical or childlike) is acceptable. No bad language. 

Ages 7 and older Scenes or sounds that could possibly frighten younger children. Very mild forms of violence (implied, non-detailed, or non-realistic violence) are acceptable. 

Ages 12 and older Slightly more graphic violence towards fantasy characters or non-realistic violence towards human-like characters. Sexual innuendo, sexual posturing, or mild bad language possible. 

Ages 16 and older Depiction of violence or sexual activity similar to real life. Bad language can be more extreme. Tobacco, alcohol, or illegal drug use can be present. 

Ages 18 and older Extreme violence, apparently motiveless killing, or violence towards defenceless characters. Glamorisation of illegal drugs, simulation of gambling, and explicit sexual activity possible


How is the video game industry regulated?

PEGI regulates the video game industry by giving video games age ratings suitable for the game they are rating, the different rages span from PEGI 3, 7, 12, 16 and 18. PEGI 3 means suitable for all age groups and very mild violence, PEGI 7 means scenes that could possibly frighten younger audiences and mild forms or violence, PEGI 12 means more graphic towards fantasy character and shows mild bits of bad language and things such as guns and swords, PEGI 16 means more depiction of violence or sexual activity similar to real life and bad language is used more often, drugs may be present within this age rating, PEGI 18 means extreme violence including motiveless killing or violence towards the defenceless characters throughout the game, usage of illegal drugs and gambling is included, with also being explicit sexual activity. Fortnite has a PEGI rating of 12 and it makes it unsuitable for kids younger than this age rating as there is violent intentions, such as shooting and eliminating other players, there are also maps that people can create which could disturb younger audiences.

Under UK law, games rating authority (GRA) - which is part of the video standards council - rates games using the PEGI system.

Technology

one of the things that has made Fortnite so popular is the accessibility to play it anywhere, it also allows you to download it for a range of operating systems. Not only this but you can move, mid-game, between devices without interrupting gameplay. Fortnite is a good example of cross - media convergence. Fortnite is the most viewed game on YouTube and has also used streaming platforms like Twitch ( owned by amazon ) to broadcast live competitions.

Technological convergence - where it takes unrelated technologies together, smart phone for examples, you can access the news, the newspaper and daily mail through your phones

Cross - media convergence - operating through multiple media platforms.

Collaborations - DC, Marvel and Halo.

Synergy - collaborations with different big names to keep the game fresh, and also with non - gamers such as drake and basket ballers, This also makes both get positive impacts, such as fame and money, and newer fanbases that didn't originally know them to begin with.

Dyer's star theory - Star theory refers to the idea that celebrities are commodities manufactured by institutions. Dyer believes that celebrities are constructed to represent 'real people' experiencing real emotions in order to relate to audiences and sell products such as films or music.

Convergence benefits the Fortnite brand because of its availability to be played on multiple devices, such as mobile phone, switch, playstation, xbox, pc, with it being able to be played on phones and the switch means it is able to be played on the go, or in a car ride, somewhere out of the house. Another benefit convergence has for Fortnite is how it is able to be downloaded on essentially all newer electronic devices once again backing up the point of how it can be played anywhere. Another benefit convergence has is the accessibility, with the game being free to play increases audiences who wont particularly have enough money to pay for new video games with can increase accessibility and audience levels and the free stuff that epic games can reward toy with as well jut for playing the game.

Synergy benefits the Fortnite brand because of the large creators Fortnite has made collaborations with, wether it be famous singers like Bruno Mars and Ariana Grande, or sports stars Like Shaquiel O' Neil and Lebron James, by doing these collaborations they increase there audience for both sides and can be beneficial for both sides of the collaboration when it comes to fame and money. Another reason synergy benefits Fortnite is the collaborations with big brands it has, such as Jordan, Marvel, DC, and other video game characters, Like Master chief from Halo, Kratos from God of War and others, this also increases the popularity of both games as both are gaining the spotlight from collaborating with one another causing more people to play these games. My final reason why Synergy benefits Fortnite is the Tv shows and Movies they also collaborate with when it comes to rising popularity, all of these collaborations helps keep Fortnite fresh and not repetitive and encourages more players to play the game to purchase these collaboration skins. 


Band 3, 8 marks.

Friday 15th November 2024

Do now

1. Synergy

2. where it takes unrelated technologies together, smart phone for examples, you can access the news, the newspaper and daily mail through your phones

3. Pegi

4. Games rating authority

5. the act of controlling something

How do video games make money?

Fortnite offers players a 'battle pass' and then drip-feeds members of the Fortnite crew, which includes bonus content as well as the battle pass and a monthly allowance of V-bucks. Another way Fortnite makes money is through micro-transactions where players pay for weapon, costume and game upgrades rather than 'grinding through' the gameplay to score them. In Fortnite, players use V-bucks to purchase these items, and these can be earnt in the game or bought using 'real world' money.

The launch and success of Fortnite

The promotional campaign targeted existing gamers.

The campaign (by fearless media) reached 150 million users across different gaming sites.

It had a cinematic trailer.

The game gained 10 million players in the first 2 weeks following its launch.

Fortnite averages about 5.5 billion per year.

30 million average users per day.

Collaborations:

One factor in its success is the integration of characters from other successful franchises, such as marvel and star wars.

For example, the Avengers 'infinity gauntlet' Limited Time mash up' generated 1.2 million mentions on social media in the first two days.

This 'buzz' raises awareness of the game amongst audiences who are not existing gamers.

One example is D.C and Stranger things.

E-sports and events

The Fortnite world cup was first held in 2019. It received considerable media attention and was streamed on their twitch channel.

Epic now employs many professional gamers to keep the game at the forefront of the online conversation.

Celebrity players also help raise awareness of the game. 

Fortnite has also hosted a variety of events: from festivals to 'live' concerts.

In collaboration with Ariana Grande's Rift Tour, In August 2021, Fortnite scheduled a series of virtual shows in the game.


Homework

The uses and gratifications theory explains that people use media like video games to meet specific needs. For entertainment, players enjoy games because they are fun and help them escape everyday life, like exploring a fantasy world in The Legend of Zelda. For personal identity, players can create characters that reflect who they are or who they want to be, like designing a family in The Sims. Video games also allow social interaction, where players can connect with friends or others online, such as teaming up in Fortnite. Finally, some games provide information or learning, like Assassin’s Creed, which teaches about history while being fun to play. This shows how video games satisfy different needs for players.


Tuesday 19th November 2024

Do now

1. Micro-transactions, Collaborations.

2. Money and popularity

3. Jordan and Marvel

4. Advertisements,  trailers

5. information or learning, entertainment, personal identity, social interaction.

Audiences

1.  a carousel at the top of the home page showing off new and upcoming events.

2.the game shows in game cosmetics and collaborations etc.

3. Snoop d o double g and ice spice

4. upcoming events, new updates and products.

5. sign in, download, search


Fortnite has used a combination of addictive gameplay, media/technological convergence and marketing to target a diverse and varied audience.

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

The unrealistic violence and cartoon- style graphics, along with the emphasis on construction as much as killing, make it appealing to a younger audience.

The rise of 'eSports' stars, mainly consumed via streaming platforms like YouTube and Twitch (where Fortnite is the most watched game) has led to players becoming major celebrities. 

Active audience: An audience that engages with media messages by interpreting, evaluating, and responding to them. They are able to question the messages and challenge the ideas they convey

Passive audience: An audience that accepts media messages without question and is more likely to be directly affected by them. They are more receptive and less engaged.

Fortnite offers entertainment by providing a plethora of different game mode whether it be creative, battle royale, and save the world, this keeps gamers hooked to the game by the different and wide variety of game modes, another one is social interaction, Fortnite. uses social interaction by using voice chat with randoms enabling other people to speak to one another and speak to strangers all around the world.


Homework: 22/11/2024

The reason why Fortnite has continued to gain money and stay relevant and popular is because of many reasons, whether it be with collaborations or daily refreshing of the Fortnite item shop to keep the players wondering of what's to come out next and by refreshing the item shop it can keep the game fresh, and make players want to play more, another way Epic games has been able to keep Fortnite popular and still gain money is through the additions of different game modes or limited time events (LTM's for short). These LTM's and game modes have become very popular by there release and with a new release of a game mode or LTM it continues to bring the player back to the game and want to play more to try out this game mode, another way Epic Games has been able to draw players back to the game to gain more money or popularity, which has happened very recently is that they have brought back the original (OG) maps from when Fortnite was at its peak, with the coming season of winter the old Fortnite Chapter 2 map had arrived with it, and along side it an entire community of players returning to the game so they can have a feeling of  nostalgia when playing like it was back when they either started playing or enjoyed the game. Another thing Epic games are doing which has been confirmed is that they are bringing back the OG map from when it all started to take off and gain popularity. This will bring an entirely new fanbase to gamers who started playing the game when Fortnite had first released thus once again, bringing back that nostalgic feeling of when they first started to play the game, aiming to unlock the inner child within the person and attempt to let them have the same fun on the game as they did when they had first tried this game, the popularity has sky-rocketed as of recent because of this mew confirmation of the map coming back, and therefore making more money through in-game purchases like the battle pass or Fortnite crew. This is another way of how they have become so popular once again and begun to make money.






Comments

  1. Good class notes. Well done.

    CONVERGENCE Q:
    A solid answer - I agree with your marking.

    AUDIENCE 12 MARK HWK:
    Good answer but very little about Fortnite
    EBI: Make sure you use examples from Fortnite where possible
    6/12

    FORTNITE POPULARITY HWK:
    Good - detailed with specific examples to support
    EBI: more details on the wide appeals
    09/12

    ReplyDelete

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