do now Thursday 26th september 2024
- PIES
- personal identity
- information
- entertainment
- social interactions
Research task
My chosen game- Roblox
10 facts about roblox
- the creators of the game is Roblox studio
- this game was released in 2006
- created in 2004
- the owners are called David Baszucki and Erik Cassel.
- Roblox had over 164 million monthly active users.
- including more than half of all American children under 16.
- the idem used to spend in roblox is called Robux
- roblox have made a total of 30.83 billion dollars
- close to 383 million downloads
- over 200 languages used on roblox
These are examples of roblox avatars
MOODBOARD
Augmented reality is an interactive experience that enhances the real world with computer-generated perpetrated perceptual information.
there are more people over 18 playing games than people under 18. 45% female 55% male gamers.
CASE STUDY: FORTNITE
1. the creators of Fortnite are epic games.
2. 7 years
3. 31.2 billion
4. battle royal
5. multiplayer free to play battle game
6. a battle game
7. most social media
8. you can play solo or with other people
9. it is successful because the genre, updates
Do Now Thursday 3rd October 2024
1. epic games. ✔
2.epic games was started in 1991. ✔
3. the genre of Fortnite is battle, gun, build game. ✔
4. pies is personal identity, information, entertainment, social interactions. ✔
5. augmented reality is an interactive experience that enhances the real world with computer-generated perpetrated perceptual information. ✔
Exploring context
LO; to explore the context of video games
Big question- do violent video games make people more violent
Prince harry video
Harry believes that the game Fortnite should be banned. Saying that the game is irresponsible, causes people to be addicted to the game, there is a medical condition to being addicted to playing games.
I agree because games are made to be entertainment and fun. I also disagree because the people should be responsible for how much they play.
health care on video games
The main points are that it is about the research of violence and depression. He says that they are mostly just thoughts than actions, people who do more violent games have less of a reaction, parents responsibility.
I agree because games don't make you physically violent, there is no harm to playing video games apart from the need of responsibility over younger people.
Experiment
The test was used on 3-6 year olds to see weather they would react the same to a bad video, which they did. This test means that young people act violently as if it is an instruction to them. they blame games for this act of violence.
I agree for only young children, this is because they have not yet learnt what is right or wrong.
Do now Thursday 10th October 2024
1. ✔
2. some people believed that video games makes people violent ✔
3. they make people addicted to playing games ✔
4. more demand for better quality games✔
5. add in game purchases ✔
regulation
lo: to explore how video games are regulated
the regulator of video games is PEGI
PEGI 3- suitable for all year groups, not fear/dangerous things
PEGI 7- possible frightening for younger children. mild forms or violent
PEGI 12- show more violence, sexual innuendo, sexual posturing
PEGI 16- depiction of violence or sexual activity
PEGI 18- level of violence reachers a stage that is seen as gross violence, use of illegal drugs, gambling, explicit sexual activity
PEGI ! - parental guidance recommended
PEGI content descriptors- they all are different depending on the age
Fortnite is a rating of 12, this is because it is a mild violence as it is not realistic. Parents are more concerned about it being an addiction.
How is the video game industry regulated?
The video games are regulated by PEGI. This used the age guidelines as 3, 7, 12, 16, and 18, this is all based on what the game content is. For example Fortnite, this is a 12 age rating. This is because Fortnite is a mild violence game but because it is not realistic it is rated lower. The game is unsuitable for younger people because it is suggested that they don't have any frightening or violent actions
mark: 3/4
technological convergence- when bringing 2 different technologies and mixing them for example PC and x-box
cross media convergence- the mixing of two different media
3 collaborations with Fortnite
synergy is a collaborations used to try gain more audience and gain more money.
do now Thursday 17th October 2024
1. PEGI ✔
2. 2 different technologies and mixing them✔
3. 2 different types of media mixed ✔
4. synergy is collaborations used to gain more audience or money ✔
5. 12 because is had mild but not realistic violence ✔
Convergence
It will help the game to increase audience by making it more available for people. Being able to change device means you can play during different occasions. create a competition over platforms to help set a good influence.
Synergy
This will create a wider audience to play your games and will help to gain more money. It will keep the games updated and give them a reason to continue playing and this may interest different ages of people who might find these collaborations interesting allowing them to try the game due to this.
DIRT: convergence can be good because it can increases followers engagement with posts
How do video games make money?
battle Royale makes money through in game purchases such as game passes, accessories, mechanise, micro transactions.
- collaborations- star wars, marvel
- E-sports and events
- virtual shows in game
explain how Fortnite make money and how they have stayed popular
Although Fortnite is free they are still able to make money. For example in the game you can buy game passes to improve the game, micro transactions for in game items. They use collaborations with people to give themselves a wider audience which will bring more money. Providing E-sports and Events could interest people to buy things for this event. Creating virtual shows in game can interest more people who might not play Fortnite.
do now Thursday 7th November 2024
1) . Fortnite was appealed to boys. ✔
2) Because of the variety of characters and skins available✔
3) Fortnite is meant for people over the age of 12 ✔
4) Epic games created Fortnite✔
5) PEGI regulates games ✔
Audiences
Lo: to explore the appeal of video games and how the industry targets different audience.
1) an image of snoop dog collaborating with Fortnite.
2) multiple products available to buy
3) collabs- snoop dog, eminem, lego
4) Quite often news updates such as bringing snoop dog and eminem into the game and re-releasing a game that used to be popular, festivals
5) you can sign in to get your own account to buy things
6) The crew advertises by making the audience more part of the game by including them on more things.
- The images and graphics will engage their audience.
- They will highlight any latest updates.
- it addresses the audience in their role
- you can buy things ( competition merchandise)
- incase Fortnite didn't get you interested
- 78% male
- 22% female
- 53% 10-25 years
- 42% are in full time employment
Do now Thursday 14th November 2024
1. Fortnite makes money by having in game purchases ✔
2. A collaboration is when a person or characters are added to the game ✔
3. Fortnite has remained popular because it keeps updating ✔
4. PIES stand for personal identity, information, entertainment, social interactions ✔
5. Unreal engine
Difference audience groups
- family
- friends
- fans of collaborations
- older people who aren't interested in gaming
- female audience due to Arianna grande
Audience theory one
active- doing/ engaging
Video games are active
Passive- observing/ not engaging
Tv watching is passive
How is Fortnite active?
- get to choose your character
- weather you kill someone
- choose where you teleport
- The weapons that you use
- interact with live events - Youtube- comments
- buying items such as skins
- Build option
audience theory 2
uses and Gratification
Personal identity- collaborations appeal to fans , e stars,
Information
Entertainment-escapism, because you are killing people, not yourself acting like a different person, tense, exiting
Social interaction- play with friends or make new ones
Writing task
Video games target the audience by allowing them to have choices. Fortnite can be considered as an active game. This is because it allows you to make your own choices for example being able to choose your own characters or the weapons that you use. Because they can interact with this game it will keep people interested.
Another way that video games can target their audience is by collaborations. This will interest some people who aren't interested in gaming but are willing to try based on a collaboration made. For example more women might start playing after the collaboration with Arianna Grande. By doing this it will increase the variety of Fortnite players.
Do now Thursday 28th November 2024
1. an active audience is being able to interact ✔
2. a passive audience is not being able to interact ✔
3. ? - PIES
4. by having updates quite often ✔
5. unreal engine ✔
Video games: exam preparations
industry
1. epic games published
2. Fortnite is a 12 because it has light violence
3. It is popular because there is frequent updates in the game
4. The game makes money by collaborations and game passes
audience
1. Fortnite targets people up from 12 up to 25 years old
2. There is a variety of different skins and weapons that people can use to make it custom and unique
3. this is pies which is personal identity, information, entertainment, social interactions
4. The gratification theory in video games is important. The game can be interesting to the audience because it can be entertainment to most people, giving them a personal identity in the game through having different characters, you can connect by being able to make friends on the game or play with your friends that you know. This will be important as people would like to play interactive games.
The video games use a variation of technologies. My example of this is Fortnite. For example this could be switching from different devices. This would be helpful because it allows more people to play the game, you can play the game without having to have a certain device type. this is successful because it can increase their audience. Another reason could be is their website, this is because it can allow people to view the game without playing it. this could be successful as people can look and see if they are interested in the game. A way this could be done without being create by Fortnite is people tho stream the game. If people are a fan of this streamer it could influence people to play the game , or even if they aren't but think the game looks interesting.
REVISION Thursday 3rd July 2025
Fortnite can have a broad audience. This can be as it is accessible for many people to use, allowing more people to be able to play weather that is at home or somewhere else. Therefore, increasing the amount of people that can play the game. The audience will have a range of different ages and interests. Often Fortnite includes different collaborations, meaning that people who could not be interested will try it out if they are a fan of the collaborations. For example, a child who may like Ariana Grande. Fortnite may also have a broad mainstream as it can allow people to become their own character and role; by giving someone a unique person on skin it can make them feel like they are more within the character and become a different person for some time. The game can allow you to play with your friends or make new friends. This would benefit Fortnite as their audience will enjoy It more and potentially influence their friends to try it. By using these different methods, it allows Fortnite to have a broad audience. This will mean Fortnite could potentially have more players and gain more money.
research task
1. the producers of Fortnite is Epic games
2. Fortnite has been around for 8 years
3. Fortnite has made over 40 billion
4. Epic games is also known to make battle royale
5.
19/9- Great notes, where is your baseline assessment from the first lesson with me? If it is on a powerpoint then please can you copy it over.
ReplyDelete17/10- good start. 4/12 T- 2.try to include 3 reasons why convergence benefits the brand, follow the structure in the breakdown.
ReplyDelete14/11- Good start here, T 3 theory, try to explore these in more detail with more explanation.
ReplyDelete