Wednesday 18th September 2024
Do now
1. magazines, TV, Music, radio, newspaper, games, advertising
2.on the internet on (computer, phone, iPad) cinema, magazines
Video games
LO: to explore the history and content of video games
1970s - videos games reach a mass audience through coin operated arcade games they had things like mathematical games.
1980s - video games started to be more common in people's houses (home consoles) led by Nintendo take its way in this era
1990s - they began exploring the possibilities of gaming on the internet they started to make its as you could have wars with other people on games consoles
2000s - there started to be more online games
uses and gratifications theory
the theory states that an audience will use a media form for either of four reasons
personal identify
information
entertainment
social interaction
baseline test explain why audience play video games refer to the uses and gratification theory in your response ?
1. people play video games because they can get entertainment , information , personal identity and social interaction which is our gratification theory
2. people get entertainment from video games because they might enjoy playing it with other people or find then funny
3. people use personal identity to make characters into there hobbies use there names and do the things they like
4. people might like social interaction so they can make new friends that like the same things as them and have the same interests
Wednesday 25th September 2024
Do now
1. PIES
2. personal identity
3. information
4. entertainment
5. social interaction
18/9- Good understanding of the theory. T: 2. more application of the theory to a specific text.
i need to do more research to back up my answers
1. Ipads , phones , computer
2. because they are easy to carry around
3. its gotten more popular
4. adverts
5. making something more real and mixing it with games
a technology that
superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
more 18 to 34 year olds play video games then under 18s
Case study Fortnite
LO: to research the case study and explore the context of the video games
1. epic games
2. since 2017
3. 5.82 billion
4. Fortnite lego, Fortnite battle Royale, Rocket racing, Fortnite festival
5. The Zero Point, each its own universe, with its own multiverse - and as a whole, In real life, this event is known as the 'Big Bang' loot, build, explore, fight
epic games was started by Tim Sweeney in 1991 and was originally run from his parents house
Wednesday 16th October 2024
do now
1. PEGI
2. mixing different technology
3. mixing of different media
4. collaboration of media product to promotes each other
5. 12 as there is violence and killing
convergence benefits the Fortnite brand because
convergence benefits the Fortnite brand because can switch platforms mid game - can be used on the move the benefits of this is that if you were go on a car ride or travelling somewhere at your friends house you still have access to play this game . also different platforms reach a wider audience. wider
audience means you get benefits of- via promotion game and streamed TikTok. the other reasons that convergence benefits Fortnite's brand is, broadcast competitions on streaming platforms and youtube the benefits of this is - you can share your experience online and with others and compare your scores. another way this benefits Fortnite's brand is
How do video games make money?
LO: to explore how the gaming
10 million players in the first 2 weeks
150 million users across different gaming sites
Fortnite make money and remain popular because they have crew substirction, battle passes, merchandise they have done a lot of high brand collaboration such as lego, Jordans, lego and so on this gets them money
Wednesday 13th November 2024
Do now
1. games passes
2. when they team up with another brand or business to promote both of there brands
3. because they keep updating and brining in new games
4. personal identity ,information entertainment ,social interaction
5. unreal engine
Different audience groups
Fortnite audiences:
. marvel
. star wars
. LEGO - made for younger audiences - no violence
. fall guy - not aimed at gamers aimed at younger audiences less violence more obstacles
Applying audiences theory 1
engages with media messages by interpreting ,evaluating and responding to them
an audiences that accept media messages with question
Active audiences
game mode ,select guns ,play with others ,build , design and create ,create games via unreal engine
applying audiences theory 2
many video games could relate to escapism and catharses
the collaborative nature of the gameplay could also provide social interaction
video games target audiences through creative through building different land weapons and avatars to catch the eyes of the audiences and make them plat more of the game and buy different things such as buy premium thing maybe avatars or weapons to make more money for the Fortnite company
Wednesday 11th November 2024
Do now
1. audience that engages with media messages
2. audience that accepts media messages without question
3. personal identity
Improvement week
D: describe collaborations, skins, merchandise for Fortnite Crew/social media/different platforms
game play/seasons/updates/skins
E: explain how this appeals to the audience and give examples from Fortnite
L: link back to personal identity and how this appeals to the audience
.
18/9- Good understanding of the theory. T: 2. more application of the theory to a specific text.
ReplyDelete16/10- Good start. 6/12 T: 1.try to include 3 reasons why synergy benefits the brand, follow the structure in the breakdown.
ReplyDelete13/11- you have the ideas of creative appeal here. T you need to follow the sentence starters to finish parts 2 &3
ReplyDelete