VIDEO GAMES

 05/11/2024

Video Games

L/O- To explore the history & context of video games


  • since the 70s they have had a massive growth. this has been due to a rapid technological development--think graphics, narratives, interactivity, consoles 
  • in recent years, the diversity of game genres on which ways they can be played



1970s-- Space Invaders (1978)-- coin operated arcade games and home consoles

1980s-- Legend of Zelda (1987)-- arcade games reach their heyday as home consoles led by Nintendo begin to take sway

1990s-- Mortal Kombat (1993) & Tomb Raider (1996)-- console wars begin to heat up as game makers began to explore the possibilities of game development

2000s-- Rockband (2007)-- online play, either console or computer

2010s-- Skylanders (2011)-- mobile games begin to become more popular

2020s-- Animal Crossing: New Horizons (2021)-- very similar to the 2010s although better graphics

things that have massively effected video games since the 70s is that people are able to access them easier and they've became more interactive. the fact that they could now be played online also made it more accessible and interact with other people around the world. also the graphics change and the fact that many games a lot quicker.


1) video games can be played on consoles (e.g. PlayStation, Xbox and Nintendo)
    mobile devices (e.g. Iphone, Ipad, tablet)
   PCs or computers

2) phones are used more commonly because they are handheld and more accessible/convenient

3) the audience has became more broad rather than some other things since many people have grew up with technology

4) the game companies that create free mobile games make money through ads and in app purchases

5) AUGMENTED REALITY-- combines the real world with computer-generated images/graphics
--this makes video games more realistic with better graphics

Uses & Gratification Theory

PERSONAL IDENTITY
INFORMATION
ENTERTIANMENT
SOCIAL INTERACTION



--Resident Evil (1996-2023) --console --Entertainment and Personal identity

--Detroit: Become Human (2018) --console and PC --Entertainment and Personal identity

--Call of Duty (2003-2024) --console and PC --Entertainment and Social interaction

___________________________________________________________________________________

08/11/2024

Case Study: Fortnite

L/O- To research the case study and explore the context of video games

do now-
1) you can play online letting you interact with people all around the world and now theres mobile games

2) combines the real world with AI generated images

3) online play allows people to interact with people around the world

4) they may relate to characters within the game

5) entertainment



Research task--Fortnite

1) Epic Games produce Fortnite

2) Fortnite has been around for 7 years (21 July 2017--2024)

3) Fortnite has made over $26 billion 

4) there are many games in the franchise battle royal, save the world and creative (LEGO Fortnite and Rocket Racer)

5) in the main game players have to try and survive to be the last man standing (free to play)

6) the genres of Fortnite is survival, battle royal and sandbox

7) we see Fortnite on many social media platforms including TikTok, youtube (most viewed game) and twitch as the main few

8) it allows people to play together through online play, also it being a multiplayer game allows people to be in parties together and play that way

9) Fortnite has been successful for many reasons, three main ones being accessibility evadible on almost all devices, a wide target audience and rising popularity of first person shooters/ battle royal games

10) the uses and gratification theory could link to Fortnite through entertainment and social interaction


EPIC GAMES

-Started by a man called Tim Sweeney in 1991
-epic games use an operating system called unreal engine to develop Fortnite and encourage their players to make their own games with it
-2014 the Guinness book of records named unreal engine as the most successful video game engine
-owns video game developer chair entertainment and cloud based software


EXPLORING CONTEXT
do violent video games make people more violent?

-the relationship between people and their video games has became more and more controversial
-these fear ranged from violent games causing people to copy that behaviour, addiction and screen time being at an overall high
-when you compare Fortnite to GTA for example it has very little explicit or realistic violence compared to it meaning younger audiences could play it
-in addition there is very little racism linked to the game
-people say its made to addict and that its irresponsible
-the link to playing violent video games and violent behaviour is non existent

___________________________________________________________________________________

15/11/2024

How do video games make money?

L/O- To explore how the gaming industry is funded

do now-
1)mutual advantages gained when two elements/companies work together-- synergy
2)the process of combining different techniques into a single unit to create new products or offerings
3)PEGI
4)Games Rating Authority (GRA)
5)REGULATION-- the act of controlling something


Ways video games make money

-subscriptions
-in game purchases
-advertising
-buying the game itself
-limited time items
-collaboration
-licenses for movies
-sponsorships



Ways Fortnite makes money

-collaborations (Eminem and many different animes and movies)
-in game purchases (V bucks and DLCs), Games as a Service (GaaS)
-subscriptions (Fortnite crew pack for £9.99)
-merchandise & licensing deals
-micro-transactions-- purchasing things instead of earning them through playing the game


the launch and success of Fortnite

-promotional campaign targeted existing gamers
-the campaign reached 150 million users across different gaming sites
-it had a cinematic trailer-- suggesting its different and immersive 
-they gained 10 million players within the first 2 weeks following its launch
-and is still very successful


1) 650 million registered players
2) it averages about $5.5 billion per year


-collaborations with marvel and star wars has factored in with their success
-the infinity gauntlet had 1.2 million mentions on social media within the first 2 days
-the 'buzz' raises awareness of the game who are not existing gamers

-Jujutsu Kaisen and Deadpool Vs Wolverine


e-sports and events
-the Fortnite world cup held in 2019 had received a considerable amount of media attention
-they hire professional gamers to promote and play the game
-celebrities also help raise awareness of the game (Snoop Dogg and Eminem)
-Fortnite also hold many events
--Ariana Grandes Rift tour in august 2021
--promoted through websites and socials, e.g. teaser trailers and posts on twitter.

___________________________________________________________________________________

19/11/2024

Audiences

L/O- To explore the appeal of video games and how the industry targets different audiences

do now-
1) in game purchases and collaborations
2) new skins and more money
3) Eminem and Jujutsu Kaisen
4) celebrities and professional gamers, social media posts
5) personal identity, information, entertainment, social interaction.


The Website

 
the Fortnite website and linked social media is an important way for the brand to reach its audience


1) the main elements of the home screen is are the new skins on the game, links to news, the item shop and game collections
2) Fortnite products that are featured include: news skins, game collaborations, PS5 console with exclusive items
3) Ice Spice, PS5, TMNT and LEGO
4) one post promotes the new PS5 bundle, another announces the new Fortnite chapter 2, the last one announces that Snoop Dogg will be in season 6 chapter 2
5) they can go to the item shop directly from the website, they can read news about whats happening in the game and they can see new/different games to play on there
6) the crew subscription shows exclusive items e.g. monthly allowance of 1000 V bucks and the battle pass, also skins you wont be able to get without the subscription

Ways the website promote engagement


-homepage is appealing/use of bright colours
-range of posts
-some posts further address the audience
-the menu bar includes links to pages 


Target Audience


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

the unrealistic violence and cartoon style graphics, along with the emphasis of construction as much as killing, makes it appealing to a younger audience

the rise of esports stars, mainly consumed via streaming sites e.g. YouTube and Twitch has led to players becoming a major celebrities. for example Ninja the most famous Fortnite player has over 10 Million subscribers 

this creates gamer celebrities that have became aspirational role models for some audience. the use of non traditional gamers for example rappers and NBA stars to widen that audience even further

Fortnite's use of seasons -- with rumours and gossip about future collabs with those seasons

Applying Audience Theory #1

they mainly work with the idea of the audience being active or passive. the difference between the two is that the active audience and the passive audience are different in the ways they engage with the media

ACTIVE
-an active audience is someone who interact with social media posts e.g. by responding to them, they are able to question the message and challenges the ideas they convey

PASSIVE
-a passive audience is someone who accepts the media message and what they say without questioning them and is more likely to be directly affected by it. they are more receptive and less engaged.

the distinction between the two audiences is important because it challenges the traditional view of media as having a one way flow of information

ways Fortnite audiences are active

-through social media posts they can comment their opinions on new updates
-they also have to play the game which makes them an active audience
-allows creativity-- allowing you to create games yourself



Applying Audience Theory #2

Uses and Gratification theory

PERSONAL IDENTITY
INFORMATION
ENTERTAINMENT
SOCIAL INTERACTION

ways Fortnite uses uses and gratification theory


Fortnite uses social interaction and entertainment. for example, they use social interaction by allowing players to interact with each other through online play. they also use entertainment because people can use the game to escape the real world for a moment and do something they enjoy

___________________________________________________________________________________

22/11/2024

Exam Prep

L/O- To explore the possible exam questions for video games

do now-
1) bright colours and a range of posts
2) 78% male and 22% female, 53% are 10-25 and 42% are in full time employment
3) adding a range of skins from different movies/games/tv shows + esports stars
4) passive
5) personal identity

 





















1 comment:

  1. Great, detailed class notes. But you are missing some key lessons - use my blog to catch up

    CONVERGENCE Q:
    Not completed - absent

    AUDIENCE 12 MARK HWK:
    Not completed

    FORTNITE POPULARITY HWK:
    not completed

    ReplyDelete

Magazine design

13-07-2023 L/O- to create an effective magazine cover using appropriate codes and conventions