C1 Gaming
Wednesday 18 September
do now
1.newspapers/magazines, movies ,websites, adverts ,radio , games, news
2.online, cinema , magazines ,radio
Video Games
l/o: To explore the history & context of video games
1970s arcade table tennis game was invented, first person shooter was invented
Ataria releases the video computer system
1980s pac man online, Nintendo becomes popular, Disney releases the movie Tron about video games, multiplayer
1990s sonic the hedgehog, playstation
2000s the sims creation, xbox as-well as higher quality games
2010s Minecraft,
uses and gratification Theory
its a thought that the audiences take an active roles in using the media
so its what we do to the media not what it does to us
the theory states that and audience. will use a media form for either one of four reasons
personal identity , information , entertainment, social interactions .
baseline test
Audiences play video games as a way of entertainment , personal identity , social interactions and to be informed. There is a theory called Uses and Gratification theory which claims that we use the media because of what we can do and perform within it , instead of what the media does to us. We can see this as there are many different forms of videos games which can link with one of the four dopamine interactions. For example the sims is a life simulator which can allow that audience to manipulate a character into their own dream-self, this can allow audiences to help with their self expression and understand the social life so they become informed. The sims also has a lot of weird gimmicks like fantasy characters which give the game an entrainment aspect to it. Although it doesn't have a social aspect as it's a one man game. meanwhile a game like Minecraft is a group game which is all revolved around building and fighting , you can join servers with your friends and play for hours , this is an example of a social interaction game as you can play with your accomplices online. 18/9-Good knowledge of the text. T: 1. more application of PIES to the e.g.
Wednesday 25th September 2020
do now
1. PIES ✔
2. entertainment ✔
3. personal identit. ✔
4. social interaction. ✔
5. to be informed ✔
Who produced Fortnite : Epic games
How long has it been around : since 2017
how much money has the game made: 5.63 billion in 2023
including Fortnite battle royal , save the world and creative
summary of gameplay : in `Fortnite, players collaborate to survive in the open - world environment
, by battling other characters who are controlled either by the game itself or by other players . The single player or co-operative mode called " survive the world , involved fighting off zombie like creature
what genre is Fortnite : survival , battle royal and sandbox
where do we see Fortnite : mostly on other online platforms like youtube and TikTok
how does Fortnite allow player to play together : you can add friends and in them on multiplayer mode
reasons Fortnite has been so successful. : free to play , shareable moments and theres frequent updates
do now Wednesday 2nd October 2024
1. epic games
2. 1991 epic games started
3. Fortnite follows the genre of survival , sandbox
4. information , personal identity , entertainment
5. a reality which is change slightly to be more entertaining
Exploring content
1. Prince harry , believes it should be band because of how addictive and violent the game is .While, there is an official disorder which is an addiction to gaming , which keeps you playing for longer .My thoughts on this is that I agree to an extent because I think that there is just too much easy access to violent video games , they are usually free and are a thing you can d to pass time , but usually because of how addictive the games are they play for longer.
2. healthcare triage, believes there is no correlation to violent video games and aggression but it does impact your thoughts but not action. they argue that their just needs to be more protection than parents. I agree because i think that it just makes you think about the aggression and are able to correlate the right from wrong , i also think that because of the fact that they are acting upon their violent thoughts i a augmented reality that they wouldn't need to act upon them in the real world, this is probably why they are so much more calm than those who don't output anger on video games.
3. media insider , this talks about the copycat theory which was published by Bandura's bobo doll experiment, which used 3-6 aged kids to watch a violent video being violent to a bobo doll, they realised that the kids watching the video replicated the actions in the video to the bobo doll while those who didn't watch the video just wanted to play with the doll. i don't believe that this test was ethical as the video appeared to be like a tutorial aspect video , which can cause a willing to impress ,so the children copy what they see. as well as the fact that the children could have other outlining factors like who their parents are and how they are being raised.
i believe that video games are just a way of entertainment and a from of expression , aswell as a outlet to emotions. the main points for violence in video games creating violence are bandura's bobo doll experiment , a way of showing how kids will copy what they see even when they are watching or playing with violence. meanwhile the main point against violence in video games are that their is not correlation when playing games and acting upon them , the most they impact is you thoughts.
Do now Wednesday 9th October 2024
1. Bandura ✔
2. They are addictive ✔
3. They have a copycat aspect to it ✔
4. It has increased expectations ✔
5. AD's and in game purchases ✔
regulation
l/o: to explore how video games are regulated
Pegi regulates video games
when rated a 3 its considered liable for all ages and the only form of violence should be comical .
while when rated a 7 its subjects that might be frightening to younger children and violence that is implied and non-violent
as well as when rated a 12 it has mild language and a slightly more graphic violence to it while a sexual innuendo is allowed
also when rated a 16 when the violence or sexual is realistic to be the same as real life , whilst the use of drugs and alcohol is also present
finally when rated and 18 the violence is very graphic and there is a use of gambling and explicit sexual activity
how is the video game industry regulated ?
PEGI's rating system automatically determines a provisional age rating with content descriptors, they are either rated 3,7,12,16 or 18 . Based on the presence of multiple subjects that wont be age appropriate for all ages . When looking at a game like Fortnite which is rated at a 12 ,we can evaluate why it is not rated higher. Although the moral of the game is to shoot everyone in the sever so you can win , the graphics are very cartoonish and there is no swearing. While if it had a more graphic appearance and subjects like drugs for example, it could have been rated a 16. but it would not be suitable for the 7 rating because it has a lot more violence than regulated.
Technology
Technological convergence: Meaning you can mixing multiple platforms/ technologies
cross- media convergence : Mixing multiple medias for example Fort nite on youtube
collaborations : people like Ariana grande , movies like marvel and brands like pandora
synergy : collaboration of different media products to promote
18/9-Good knowledge of the text. T: 1. more application of PIES to the e.g.
ReplyDelete16/10- Abs for the 12 mark question, please attempt from the end of L3 on my blog.
ReplyDelete13/11- Where is your work from today? I can't see it but I have seen it on your blog?
ReplyDelete