Video Games
Tuesday 05 November
Massive growth since 1970s
Growth due to change in technology
Diversity of game genres and what they can be played on has grown massively
1970s: 1978, Space Invaders, within a year 60,000 space invaders in united states. Single player games, quite simple and basic concepts with no narrative. Mainly arcade games
1980s: 1989, Nintendos game boy popularises handheld gaming, more technology meant bigger range of devices, Multiplayer becoming more common. Sony releases playstation, starting to see more narratives, far more development in terms of devices
1990s: 1993, concern about bloodshed in games such as mortal kombat prompts united states senate hearings on the video games violence
2000s: 2001, Microsoft enters the video game market with Xbox, more storylines more graphics
2010s: online gaming explodes
3 Major changes that have occurred to video games since the 1970s
1. Development in technology meaning big variation in devices
2. Development in graphics means better quality games
3. Invention of internet meant online gaming and multiplayer games, meaning you can play with anyone from anywhere
Growth of the gaming industry
1. People can use platforms like mobile phones, playstation, xbox etc. to play games on
2. Smartphones are such a popular way for people to play games because they are easy and convenient to access and have lots of free games
3. Because of these technological developments , gaming audiences have grown a lot.
4. Lots of smartphone games are free to play. The game companies make money from they from adverts
5. Augmented Reality is an interactive experience that enhances the real world with computer generated perceptual information ( uses digital technology to combine elements of the real world and artificial ) makes games more realistic
Minecraft - Personal Identity entertainment social interaction
08 November
do now
1. Range of devices to play on, Online gaming
2. Augmented Reality: using digital technology to combine elements of the real world and artificial to make games more realistic: An interactive technology that combines the real world with computer generated content
3. Playing with their friends / multiplayer games
4. Gaining personal identity from video games: Customising characters, relating to characters or situation, aspiring to be like a character
5. Every VG meets Uses & Gratifications theory of Entertainment
Case Study: Fortnite
LO: to research the case study and explore the context of video games
1. Epic games produces Fortnite
2. Fortnite has been around for 7 years
3. Fortnite has generates $5.63 billion in revenue
4. Different games in Fortnite franchise: Rocket racing, save the world, battle royal
5. The players go into a Battle Royale full of 100 players on a deserted island thats about to be hit by a natural disaster. They have to fight until one is left
6. What genre is Fortnite: survival, battle Royale
7. Fortnite appears on social media platforms like youtube, TikTok, has its own FB Twitter and Instagram accounts.
8. Fortnite allows users to play together because its multiplayer and cross-platform, people playing together can interact using the chat function
9. Fortnite has been so successful because it is multiplayer, promotion through popular content creators, its free, regular updates
10. Social interaction, Entertainment, personal identity
Epic Games
- Started by Tim Sweeney in 1991, originally run from his parents house
- Use an operating system called Unreal Engine to develop Fortnite, which is available on their website. Used by professional game developers to create titles, e.g. Batman: Arkham City and Infinity Blade
- 2014- Guinness book of world records named unreal engine as most successful video game engine
Exploring Context: Do violent video games make people more violent?
- The relationship between video games and audiences has always been a controversial area, with many moral panics
- These ranged from fear that violent games encourage copycat behaviour, to worries about addiction and the amount of screen time 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 for younger players
- call for ban on Fortnite
- claims its addictive and irresponsible
- says there is no evidence video games cause violence
- there is a link between video games and violent thoughts, but not violent behaviour
Technology
Convergence:
- something that has made Fortnite so popular is the ability to access the game from anywhere, and being able to download it from a range of operating systems. You can also move, mid game, between devices without interrupting gameplay. This means it can be played at home, on the move, on a tiny screen or a big projector. This is a good example of technological convergence.
- Fortnite is also a good example of : cross media convergence: Fortnite is the most viewed game on youtube and has also used steaming platforms like twitch (owned by amazon) to broadcast live competition.
- Films/TV/record labels/ sport can promote their brand to over 20 million players, whilst famous collaborations keep Fortnite in the news and social media.
- These collaborations + synergy open the game up to a wider target audience as Fortnite will get exposure to the fans of the collaborating brands, potentially gaining more players. The collaborating brands benefit as they get access and to the 20 million Fortnite players
- The format of Fortnite means that any kind of costumes, weapons and games can be introduced to keep the game fresh.
- refers to the idea that celebrities are commodities manufactured by institutions. Dyer believes that celebrities are constructed to represent 'real people' experiencing real emotions in order to relate to audiences and sell products such as films or music
Explain how convergence and synergy benefit the Fortnite brand [12]
Convergence benefits the Fortnite brand because it very accessible for the player. For example, the technological convergence provides the ability to switch devices mid game, serving a massive convenience for the player meaning you can play anywhere or even on the move. Additionally, the cross media convergence of Fortnite has helped promote the brand significantly, with social media platforms like Youtube and Twitch broadcasting live competition to viewers. This is also a free promotion of the brand as gaming influencers are playing the game for their audiences to also see. Synergy benefits the Fortnite brand as it opens up to a wider target audience. For example, Fortnite's close relationship with brands like Disney and marvel has resulted in collaborations that benefit both brands as the brand can now be promoted to non-conventional viewers that the typical advertising doesn't appeal to.
7/12 - not very detailed
15 November
do now
1. Synergy - mutual advantages gained when multiple elements/companies work together
2. Technological Convergence - the process of combining different technologies into a single unit to create new products or offerings
3. PEGI system used to age rate games
How do video games make money?
LO. to explore how the gaming industry is funded
- adverts
- in game purchases
- buying the game
- collaborations
- microtransactions
- exclusive/ limited offers
- subscriptions
- merchandise
- sponsorships
- 'GaaS model' - constant revenue stream from in game purchases
- micro-transactions - players can purchase in game currency (V-bucks) to unlock items like skins, emotes and accessories
- Fortnite offers players 'battle pass' and then drip-feeds limited edition and exclusive content to these players over the course of the season
- Crew Subscriptions - players pay monthly fee to become members of the Fortnite Crew, which includes bonus content as well as the battle pass and a monthly allowance of v bucks
- Merchandise & licensing deals
- Engagement payouts
- support a creator programme
- the promotional campaign targeted existing gamers
- The campaign (by fearless media) reached 150 million users across different gaming sites
- It had a cinematic trailer -
- It had a cinematic trailer to suggest it is different to over games because of the style.
- Shows its a battle game, no realistic or graphic violence so proving its suitable for 12s.
- Diversity of ethnicities, gender, styles etc. No single main character.
- 10 million players in their first 2 weeks following its launch. It is still very successful
- Currently has 650 million registered players
- Generates average $5.5 billion annually
- 2024 - 30 million active users per day on average
- one factor in its success is the integration of characters from other successful franchises, such as marvel and star wars
- The avengers 'infinity gauntlet limited time mash up' generated 1.2 million mentions on social media in the first two days (synergy and free publicity from social media)
- this 'buzz' raises awareness of the game amongst audiences who are not existing gamers
- Fortnite film & TV collaborations: Cobra Kai, Star wars,DC, family guy, Dead pool, Stranger things
- The Fortnite world cup was first held in 2019. It received considerable media attention and was streamed on their twitch channel
- Epic games now employs professional gamers to keep the game at the forefront of the online conversation
- Fortnite has hosted a variety of events: from festivals to 'live' concerts
- Celebrity players also help to raise the profile of the game and bring in new target audiences
- Likely to bring in new audiences to Fortnite as Ariana Grande fans generally don't fit the stereotypical gaming profile
- August 2021, Fortnite scheduled a series of virtual shows in the game
- These were publicised on their website & socials through: teaser trailers, posts on twitter, instagram and facebook in the run up and during, rift tour quests unlocked rewards
- bright, animated graphics
- use of imperatives and exclamations
- Range of posts highlight the latest news and developments in Fortnite
- Some posts further address the audience by addressing them in role
- Menu bar includes links to pages for each mode of the game and other features like competitions and merchandise
- 78% are male, 22% female
- 53% are age 10-25 and 42% are in full time employment
- unrealistic violence and cartoon style graphics as well as the emphasis on construction as much as killing, make it appealing for a younger audiences
- The rise of eSports stars 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
- This creates gamer celebrities that have become aspirational role-models for some audiences. Use of non-traditional gamer celebrities such as rappers and NBA athletes widen the appeal of the game. Popularity of 'Twitch girls' has also appealed to women
- Fortnite's use of seasons - with rumour and gossip on future seasons follows the cable TV/ online subscription style of long-form TV drama
- Mainly work on the idea that audiences can be ACTIVE or PASSIVE. The difference between them is how they engage with media messages
- Active audience: One that engages somehow with any media messages by interpreting, evaluating or responding to them. e.g talking to friends about it, tweeting about it
- Passive audience: accepts what the media is telling them without question and is more likely to be directly effected by them. They are more receptive and less engaged
- The distinction between the two is important because it challenges the traditional view of media as having a one way flow of information. Instead it emphasises the role of individuals in shaping their own media experience
- playing the game because they are interacting and making decisions
- Battle Royale is interactive and collaborative, encouraging players to work together
- Players are encourages to be creative by deconstructing and rebuilding the game environment
- Personal identity
- Information
- Entertainment
- Social interaction
- Fortnite offers the use of social interaction as its a multiplayer game you can join with your friends and strangers
- Offers personal identity as you choose your own skin and how you are represented in that game
- Offers entertainment as it is a form of escapism (like most video games)
22 November
do now
1. The Fortnite website appeals to audiences with bright, animated graphics and merchandise
2. Describe Fortnite dynamic (audiences) : More males, half 10-25, half older
3. Fortnite targeting a diverse audience: emphasis on construction as well as killing, E-sport stars, non gamer celebrity players
4. Passive audience
5. personal identity
Video Games: Exam preparation
INDUSTRY
- Massive growth since 1970s
- Growth due to development in technology - meant better graphics allowing better narrative. Diversity of game genres and what they can be played on has grown massively
- Synergy - mutual advantages gained when multiple elements/companies work together
- Technological Convergence - the process of combining different technologies into a single unit to create new products or offerings
- PEGI system used to age rate games
- GRA = games rating authority
- Regulation - the act of controlling something
- Epic games - Tim Sweeney, 1991, produces Fortnite
- Dyers Star Theory
AUDIENCE
- Fortnite audiences: 78% are male, 22% female. 53% are age 10-25 and 42% are in full time employment
- Active audience - One that engages somehow with any media messages by interpreting, evaluating or responding to them. e.g talking to friends about it, tweeting about it
- Passive audience - accepts what the media is telling them without question and is more likely to be directly effected by them. They are more receptive and less engaged
- U&G: PIES:
- Moral Panic: widespread feeling of fear that some evil person or thing (video games in this case) threatens the values, interests, or well being of a community or society
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