Video Games
Tuesday 5th November 2024
since the 1970s they have had massive growth. has been due to rapid technological development
in recent years, the diversity of game genres and platforms on which they can be played
explosion in game industry
the video game industry is massive!!!
1970s
- mathematical games, sports, single player , basic
1980s
- arcade games and new devices, handheld, bigger variety, multiplayer
1990s
- card and adventure games, 3D, far more development
2000
new consoles, new equipment for games like wii board, fitness, graphics improves
2010
advantance, more content, online gaming
- improved consoles
- more development (detail)
- online multiplayer gaming
1. platforms can people use now to play on is
2. smartphones are such a popular way for people to play games because you can take it anywhere and play whenever
3. the gaming audience has increased because the technological developments have improved
4. smartphones games are free to play they make money by the additional charge like v-bucks, skins, adding on to games, adverts,
5. Augmented Reality uses the real world setting and not virtual
Fortnite: console, favourite music, came out July 25th 2017, 12+/ comic style , multiplayer
grand theft auto: console, favourite cars/guns, came out 28th November 1997, 18+/ more detail of reality, multiplayer
Friday 8th November 2024
do now:
- improved consoles, more development in games ( graphics)
- Augmented Reality uses the real world setting with computer- generated content
- multiplayer, fan sites, discussions, competitions
- an Audience might gain personal identity from video games by relating too a character or situation; aspiring to be like a character
- Entertainment
Case study: Fortnite
L/O: To research the case study and explore the context of video games.
Research:
1. Epic games
2. 7 years launched in July 2017
3. 5.82 billion
4. Fortnite battle Royale, Lego Fortnite, Rocket racing and Festival Fortnite, save the world
5. a mysterious island that holds the origin of the universe itself is being abused by a mysterious organisation. it involves competing in online battles, the aim is to be last man standing out of 100 players.
6. survival, sandbox
7. TikTok, Instagram, youtube, FB and twitter
8. enter the game lobby and start a duo or squad match, it can also be played across different platforms
9. creating well known music artists and tv shows into characters, ever- engaging weekly updates, broad audience appeal, its free to play
10. Entertainment, information (learning about different guns) and social interaction ( playing with other people around the world) personal identity ( different skins that the audience might like or having different personality traits like that character)
Epic Games:
started by Tim Sweeney in 1991 originally run from his parents house
use an operating system called unreal Engine to develop Fortnite.
encourage their audience to use it to develop their own games.
in 2014, the Guinness book of records named unreal engine as the "most successful video game engine"
epic games owns video game developer chair entertainment and cloud- based software
Exploring Context:
Do violent video games make people more violent?
the relationship between video games and audiences has been a controversial area, with many moral panics
these ranged from fears that violent games encourage copycat behaviour to worries about addiction and the amount of 'screen-time' that is healthy
Fortnite, when compared to other successful titles like Grand theft auto or call of duty contains very little explicit or realistic violence, and the cartoon- like graphics also make the game suitable...
1. addiction to Fortnite and that is should be banned (disagree)
2. video games don't cause violent behaviour ( agree)
3. the frustrating, enduring debate over video games, violence, and guns
Friday 15th November 2024
do now:
- what is the term for mutual advantages gained when multiple elements/companies work together?= synergy
- what is Technological convergence?= the process of combining different technologies into a single unit to create new products of offerings
- which system is used to age rate games?= PEGI
- what does the GRA stand for?= Games rating authority
- what is Regulation?= the act of controlling something
How do video games make money?
L/O: to explore how the gaming industry is funded
- in game purchases
- merch
- selling the game
- micro transactions
- limited time offers
- subscriptions
Fortnite: Battle Royale
- microtransactions
- downloadable content sales
'games as a service' (GaaS) model- where there is constant revenue stream from ' in game purchases' after the initial purchase ( or providing the game for free)
some of these are 'micro transactions' where players pay for weapon, costume and game upgrades rather than 'grinding through' the gameplay to score them.
Crew subscriptions: players can pay a monthly fee to become members oof the Fortnite Crew, which includes bonus content as well as the battle pass and a monthly allowance of v-bucks
Merchandise & licensing deals with different companies for products, such as toys & clothing.
the launch & success of Fortnite
launch:
- the promotional campaign targeted existing gamers
- The campaign ( by fearless Media) reached 150 million users across different gaming sites
- it had a cinematic trailer
to hook the users into the game, make people more excited to play, across to different
- the game gained 10 million players in the first 2 weeks following its launch
- still very successful!!
why so successful?
650 million registered players
in the last two years = average of 5 half million per year
Collaborations
one factor in its success is the integration of characters from other successful franchises, such as marvel & star wars
for example, the avengers "infinity Gauntlett 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
- Cobra kai / karate kid
- anime
- mandalorian
- ghost rider
The Fortnite world cup was first held in 2019. it received considerable media attention and was streaming on their Twitch channel
Epic now employs many professional gamers to keep the game at the forefront of the online conversation
HOMEWORK:
Tuesday 19th November 2024
do now:
1. in game purchases, downloadable content sales
2. Access to a wider audience; more money
3. ghost rider, cobra kai, ariana grande
4. posters, social media. trailers, merch, tie-ins
5. Entertainment, information, social interactions, personal identity
audience
1. the different platforms, new games
2. new skins,
3. ice spice, ninja turtles, play station
4. new celebrity skins, new map
5. download game,
6.
target audience:
78% are male, 22% are female, 53% are 10-25, and 42% are in full time employment
how does Fortnite target them?
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, ninja, the most famous Fortnite player has over 10 million subscribers and earns over half a million dollars a month. Ninja ranks highest in the world for social media interactions (i.e. people posting or sharing using their name - no.2 is Ronaldo.)
karate kid/ cobra kai fans
rapper/ music artists fans ( Eminem, snoop dog, ice spice,Arianna grande)
applying audience theory 1
mainly work on idea that audience can be either active or passive
difference is how they engage with media messages
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.
The distinction between active and passive audiences is important because it challenges the traditional view of media as having a one- way flow of information. instead, it emphasizes the role of individuals in shaping their own media experiences.
- buying latest skins
- watching live events
- playing the actual game
The basic game play of Fortnite: Battle Royale is interactive and collaborative, encouraging players to work together. By being able to deconstruct and rebuild the game environment, players are encouraged to be creative
- Personal identification: skins, the audience might relate or like that character from certain tv series, movies, music artists
- information: learning about different guns and how to use them, different skills
- social interaction: the Fortnite platform allows the audience to play from solo's to squads
Friday 22nd November 2024
do now:
1. new Fortnite skin's, different battle Royale games bright animated graphics
2. 78% male, 22% female, 53% are 10-25, and 42% are in full time employment, more males, half 10-25, half older
3. music artists, E-sports stars
4. passive
5. personal identity
Exam Preparation
L/O: to explore the possible exam questions for Video games
INDUSTRY:
Fortnite is rated 12+ by PEGI. Violence is cartoonish, but some characters and scenes might disturb younger players.
how easy it is to play
Fortnite generates revenue through micro-transactions, where players can purchase in-game currency to unlock cosmetic items such as skins, emotes, and accessories
started by Tim Sweeney in 1991 originally run from his parents house
AUDIENCE:
The game's target audience primarily consists of young male gamers between the ages of 12 and 25
ever-engaging weekly updates, broad audience appeal, and the freedom it offers players for customisation
entertainment, social interaction, personal identity and information
Friday 29th November 2024
Some good class notes - I know you find it easier to copy the slides but I would rather you took your own notes.
ReplyDeleteCONVERGENCE Q:
Where is this?
AUDIENCE 12 MARK HWK:
Not completed
FORTNITE POPULARITY HWK:
Not completed