C1 Gaming

                                                                                                                     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

  1. 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, an Omniverse . In real life, this event is known as the 'Big Bang' loot, build ,explore, fight 

epic games was started by tim sweeny in 1991 and was originally run from his parents house 


1 comment:

  1. 18/9- Good understanding of the theory. T: 2. more application of the theory to a specific text.

    ReplyDelete

                                                                                                                                   Friday 20...