Video Games

video games are a relatively new media form



gaming - massive changed and growth since the 1970s this is due to massively technology development 

decade
game                                                               
features

1970s - Taitos Space Invaders descends on japan, causing a shortage of 100- yen coins. within a year 60,000 space invaders machines in the united states tempt americans to spend millions of quarters driving back the seeming unstoppable ranks of attacking aliens 


1980s - Nintendos game boy popularises handheld gaming. game boy is not the first handheld system with interchangeable cartridges - milton bradley introduced microvision 10 years earlier - but it charms users with its good game play ease of use, and long battery life 


1990s - tomb raider, lara croft debuts as the star of eidos adventure game tomb raider. players love her, but critics charge that she's an example of sexism in video games 


2000s - microsoft enters the video game market with xbox and hit games like halo combat evolved four years later xbox 360 gains millions of fans with its advanced graphics and seamless online play 


2010s - Minecraft the indie game movement comes of age with the tremendous popularity of Minecraft the addictive brick building game from swedish developer markus persson 


1. development in technology meaning big variations in devices 

2. development in graphics means smoother gameplay higher quality and faster games 

3. invention of internet meant online gameplay became accessible to multiplayer games and you can play with anyone at anytime 



1. what sort of platforms can people use to play games on now - mobile phones,  nintendo, playstation, xbox, pc

2.why are smartphones such a popular for people to game - because it is a lot more accessible than other gaming consoles and it is a lot more accessible for example you have your phone with you whenever 

3. the gaming audience has massively increased due to the technological developments 

4. smartphone games are free due to a high level of ads that gamin consoles may not have

5. augmented reality - a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.


vr - changes everything and puts you inside the game 
augmented reality - for example the apple vision pro allows this but you can still se the real world around you 



GTA 5 - online (pc, xbox, playstation), entertainment



Friday 8th November 2024

Do Now:
1. two major chances that have happened to video games since 1970s are - technology, graphics, speed and interactivity 

2. augmented reality - for example the apple vision pro allows this but you can still se the real world around you it combines virtual reality with the real world 

3. an audience might gain social interaction from video games through playing with others online or in person, forums and fan sites, discussions, competitions

4. an audience may gain personal identity from video games through relating to a character or situation; aspiring to be like a character  

5. which uses and gratification does every video game meet? entertainment 


Case Study: Fortnite 

L.O: to research the case study and explore the context of video games 


1. who produces Fortnite - epic games ✅

2. how long has Fortnite been around - 7 years ✅

3. how much money has the game made - $26 billion ✅

4. the different games in the Fortnite franchise are - rocket racing, lego Fortnite, save the world, battle royale ✅

5. summarise the gameplay - a player goes into a game with 100 people altogether and you have to fight until 1 player is left this is known as a victory royale ✅

6. Fortnite's genre is battle royale ✅

7.  where do we see Fortnite appearing on other social media platforms - ❌ fortnite is the most viewed game on youtubes and has its own fb, twitter and instagram feeds

8.  Fortnite allows other players to play together through multiplayer and cross platform✅

9. 3 reasons Fortnite has been so successful is because they was the only game with the mechanics of building that are in your control mixed with a battle royale game ✅

10. you could apply the uses and gratification theory to fortnite - social interaction, entertainment ✅


Epic Games 
- epic games was started by tim Sweeney in 1991 out of his parents house
- epic games uses an operating system called unreal engine to develop Fortnite and encourages their audience to use it to develop their own games
- in 2014 the Guinness book of world records named unreal engine the most successful video game engine
- epic games owns video game developer chair entertainment 


exploring context

do violent video games make more people 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 behaviours to worries about addiction and the amount of screen time that is healthy 
- Fortnite when compared to other successful title such as gta, call of duty contains very little explicit or realistic violence and the cartoon like graphics can make the game suitable for younger players 


1. Prince Harry 
- calls for ban on Fortnite
- addiction psychiatrist says hes worried and concerned for Fortnite and what it can bring 



Tuesday 12th November 2024

Do Now
1. who produces Fortnite - epic games ✅
2. one game on Fortnite you can play is rocket racing ✅
3. the name of the operating system used to create Fortnite is unreal engine ✅
4. Moral panic - the fear of a game impacting a humans day to day operating ✅
5. regulation - ❌ the act of controlling something 

Regulation

L.O: to explore how video games regulated 

the differences of the pegi ratings are 

PEGI (Pan European Game Information) ratings are used to classify video games based on their content and suitability for different age groups. Here’s a brief overview of the PEGI ratings:

1. **PEGI 3**: Suitable for all ages; minimal violence or fear; no bad language.
2. **PEGI 7**: Mild violence or frightening scenes; not suitable for young children.
3. **PEGI 12**: Contains violence or sexual content; moderate bad language.
4. **PEGI 16**: More intense violence; adult themes; strong language.
5. **PEGI 18**: Explicit content; includes extreme violence, sexual content, or drug use.

Each rating provides guidance to help consumers make informed decisions about the games they play.


Fortnite has a pegi rating of 12 for "frequent scenes of mild violence it seems that parents are more concerned of addiction then violence within the game of Fortnite 


how is the video game regulated? refer to Fortnite to support your answer this is a 4 mark question make it as short as possible

Video game regulation encompasses several key areas, illustrated by Fortnite:

1. Age Ratings Fortnite is rated T for Teen (ages 13+) by the ESRB, guiding parents on content suitability. and s rated 12+ by PEGI
2. Content Moderation Epic Games implements reporting systems to manage player behavior, filtering inappropriate content and addressing harassment.
3. Data PrivacyCompliance with laws like COPPA ensures that Fortnite collects data responsibly, especially from underage players, requiring parental consent.
4. Microtransactions Fortnite’s in-game purchases are regulated to provide transparency and prevent exploitation, especially among minors. 

These regulations help ensure a safe and responsible gaming environment.


video game ratings are mandatory under UK law. the games rating authority (GRA) - which is part of the video standards council - rates games using the PEGI system 


technology 

convergence 

one of the things that has made Fortnite so popular is the ability to access the game from anywhere from consoles, pcs, laptops, smartphones or tablets. you can also download it for a range of operating systems. not only this but you can play anywhere this is a good example of technical convergence 

Fortnite is also a good example of cross media convergence. Fortnite is the most viewed game on YouTube and has also used streaming platforms like twitch (owned by Amazon) to broadcast live competition's


what is technological convergence - Technological convergence refers to the merging of different technologies and media platforms into a unified system. This phenomenon allows for devices or services that perform multiple functions, often enhancing user experience and accessibility. Examples include smartphones, which combine communication, internet browsing, photography, and gaming, or smart TVs that integrate streaming services with traditional broadcasting. Technological convergence fosters innovation, collaboration, and the creation of new industries, impacting how consumers interact with technology and media.

what is cross-media convergence - Cross-media convergence refers to the intersection and integration of different media platforms and formats, allowing content to flow between them and creating a more interconnected media experience. This concept encompasses the ways in which various forms of media, such as television, film, online platforms, social media, and video games, collaborate and share content, enabling audiences to engage with a single narrative or brand across multiple channels.
For example, a movie may have a corresponding video game, spin-off web series, social media campaigns, and merchandise, all of which connect back to the original film. Cross-media convergence enhances storytelling, expands audience reach, and encourages interactive engagement, as consumers can choose how and when they consume content across various platforms. It reflects a shift in how media is created, distributed, and experienced, often driven by digital technology.

what is convergence - convergence in a broad sense refers to the process by which different entities, technologies, or systems come together or become more similar over time. the term is used across various fields, including technology, media, biology, and economics 


synergythe interaction or cooperation of two or more organisations, substances, or other agents to produce a combined effect greater than the sum of their separate effects.in simpler words the combined power of a group of things when they are working together that is greater than the total power achieved by each working separately

in collaboration with marvel studios there was a special avengers infinity war segment and tie in with Godzilla. the format of Fortnite means that any kinds of costumes, weapons and games can be introduced to keep the game fresh 

films/tv/record labels/sports can promote their brands over 20 million players whilst famous collaborations keep Fortnite in the news and social media 

epic games has a good relationship with various non gaming celebrities such as drake

technological convergence - being able to access it from multiple devices
cross media convergence - appears on multiple social media forms 



Dyers Star Theory 

star theory 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 audiences and sell products such as films or music 


explain how convergence and synergy benefit the Fortnite brand 

convergence benefits the Fortnite brand due to a process called technological convergence and this is the process of allowing you to be able to access the game from multiple devices, people enjoy this because you can take the fun of Fortnite endlessly and can play anywhere at anytime this also allows other things such as split screen gaming, allowing you and your friends to play together off of the same device. Therefore encouraging your friends for example who have never played to jump in the action and play the game as well as widening the knowledge of this game to others. Furthermore the process of cross media convergence allows others to view this game allowing people to watch their favourite players experience this game and get to watch how they play the game, this is also creating a wider target audience for the game as it is allowing people to see everyones thought on the game as a whole not just themselves and their generation. there is also a process called synergy this is the process of big people/businesses pairing together to create a wider target audience and also increase the knowledge on both brands as a whole for example Fortnite did a collaboration with travis Scott on top of this giving him his own live event in the game which is now classed for many people the best event ever brung to Fortnite but not only does this allow Fortnite's fan base to increase but also allows travis Scotts to as well by informing people on both at once this creates a massively positive impact on both travis Scott and Fortnite and will continue to sprout their recognition therefore all of these benefit Fortnite positively this allows the combined power as a group to be significantly greater than if they was working separately. 


I give myself 9/12 (band 3)




Friday 15th november 2024

Do Now:
1. the term to mutual advantages gained when working together with multiple companies ect is synergy ✅
2. technological convergence - being able to access it from multiple devices ❌ the process of combining different technologies into a single unit to create new products or offerings  
3. the system used to age rate games is pegi ✅
4. the GRA stand for - games rating authority ✅
5. regulation is the act of controlling something ✅


How do video games make money?

L.O: to explore how the gaming industry is funded 

  • in game items 
  • starer packs
  • sales
  • exclusive items
  • adverts
  • brand deals
  • collaborations 
  • micro-transactions 
  • subscriptions 
  • merchandise 
How does Fortnite make money?

  • battle pass
  • in game purchases  
  • in game tournaments 
  • micro-transactions 
  • save the world items (e.g llamas)
  • collaborations 
  • merchandise
  • Fortnite crew 
  • support a creator 
  • Fortnite is an example of the 'games as a service' (GaaS) mode; - where there is a constant revenue stream from 'in game purchases' after the initial purchase (or providing the game for free)
  • some of these '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 of the Fortnite crew, which includes bonus content as well as the battle pass and a a monthly allowance of V-bucks 
  • merchandise and licensing deals with different companies for products, such as toys and clothing 


the launch and success of Fortnite

  • the promotional campaign targeted existing gamers  
  • the campaign (by fearless media) reached 150 million users across different gaming sites 
  • it had a cinematic trailer 
why do you think they had a cinematic trailer 

  • it still leaves the gameplay unreleased and it shows that the game is different to other games and appeals the audience towards it, 
  • no graphic violence it doesn't show any gore/blood. or wounds so it makes it suitable for younger audiences. 
  • furthermore the characters are animated and fictional, the game had diverse ethnicity and genders and they all worked together there wasn't one main character. 
  • they had 10million players 2 weeks following the initial launch

why is Fortnite so successful

  • currently has 650 million registered players
  • it makes about 5.5 billion on average
  • 30 million active users per day on average (2024)

collaborations

  • one factor in its success is the integration of characters from other successful franchises. such as marvel and star wars 
  • for example the avengers 'infinity gauntlet limited time mash up' generated 1.2 million mentions on social media in the first two days (massive amount of people seeing this which is widening the target audience for free)
  • this 'buzz' raises awareness of the game amongst audiences who are not existing gamers 
  • Fortnite is well-known for its numerous collaborations with film and television, bringing popular characters and themes into the game. Here are two notable collaborations:

  • Marvel Cinematic Universe (MCU)
  •    Description: Fortnite has had several collaborations with Marvel, starting with the "Fortnite x Avengers: Endgame" event in 2019, where players could play as iconic characters like Iron Man, Thor, and Captain America in a limited-time mode. The collaboration also included various Marvel-themed outfits and items available in the game.
  •    -Impact: The collaboration was a significant success, attracting both Fortnite and Marvel fans and significantly boosting player engagement during the event.

  • Stranger Things:
  •    Description: In 2019, Fortnite collaborated with Netflix's hit show "Stranger Things" by introducing a themed limited-time event and items inspired by the series. This included the Dusty Depot area being transformed into a "Stranger Things" location and the introduction of outfits inspired by characters from the show, such as Demogorgon and other skins reflecting the series.
  • impact: This crossover helped bring more attention to both the game and the series, attracting fans of "Stranger Things" to Fortnite and allowing players to experience elements of the show within the game.
  • These collaborations are just a few examples of how Fortnite has successfully merged gaming with popular culture, fostering an engaging experience for players.

E-sports and Events 

  • the Fortnite world cup was first held in 2019. it received considerable media attention and was streamed and their twitch channel 
  • epic now employs professional gamers to keep the game at the forefront of the online conversation 
  • celebrity players also help raise the profile of the game 
  • Fortnite also hosted a variety of events: for festivals to 'live' concerts 
  • for example snoop dogg has been involved with Fortnite gameplay 

the rift tour (ariana grande)

this was likely to bring new audiences to Fortnite as she is a girl and widens the audience for female players and it was an in game event so if her fans wanted to see it they wold have download it and watch the event through Fortnite and their gameplay 
  • teaser trailers
  • posts on twitter, instagram, facebook in the run up and during
  • rift tour quests unlocked rewards 
  • in game purchases, like ariana grande became a skin i n the Fortnite item shop and was available t be purchased from the shop  

Homework: explain how Fortnite make money and how they have remained so popular 

Fortnite's success and revenue generation can be attributed to several key factors:

### How Fortnite Makes Money

1. **In-Game Purchases**:
   - **Cosmetic Items**: Players can purchase skins (outfits for characters), emotes (animations for celebrating in-game), pickaxes, and back bling (backpacks) using in-game currency called V-Bucks.
   - **Battle Pass**: Each season of Fortnite features a Battle Pass, which players can buy for around $10. The Battle Pass provides access to exclusive challenges and rewards that allow players to earn additional cosmetic items as they level up during the season.
   - **Limited-Time Offers**: Fortnite often introduces exclusive items that may only be available for a limited time, encouraging players to make purchases quickly.

2. **Seasonal Updates**:
   - Fortnite operates on a seasonal model, with new content released regularly, creating excitement and anticipation among players. Each new season offers a fresh Battle Pass, new locations, gameplay changes, and events, prompting players to spend money to engage with the new content.

3. **Collaborations and Crossovers**:
   - Fortnite frequently collaborates with popular franchises from movies, music, and other games. These collaborations often result in exclusive skins and items that attract fans willing to spend money to obtain these items.

4. **Events and Tournaments**:
   - Fortnite hosts various in-game events and competitions, often with cash prizes. While players may not pay directly to enter, these events promote engagement and can lead to increased in-game purchases as players get excited about participating.

### Factors Behind Fortnite's Popularity

1. **Free-to-Play Model**:
   - Fortnite is free to download and play, allowing a wide audience access to the game. This low barrier to entry is crucial in attracting a large player base.

2. **Regular Content Updates**:
   - Epic Games keeps the game fresh by frequently rolling out updates, new game modes, map changes, and events. This ensures that players have new content to explore, which helps maintain interest and engagement.

3. **Community Engagement**:
   - Epic Games actively interacts with its community, often incorporating player feedback into updates and changes. This engagement creates a sense of loyalty among players.

4. **Cross-Platform Play**:
   - Fortnite supports cross-platform play, allowing players on PC, consoles, and mobile devices to play together. This inclusiveness helps maintain a large and diverse player base.

5. **Cultural Relevance**:
   - Fortnite's collaborations with popular culture, including movies, celebrities, and music, keep it relevant in the broader entertainment landscape. These partnerships attract players who may not typically engage with video games.

6. **Innovative Gameplay**:
   - The unique building mechanics, vibrant art style, and fast-paced gameplay sets Fortnite apart from other battle royale games and keeps players engaged.

### Conclusion

Fortnite's combination of a free-to-play model, innovative gameplay mechanics, consistent updates, and clever monetization strategies has helped it remain one of the most popular games globally. The synergy between engaging content and savvy business practices has allowed Epic Games to sustain Fortnite's success and influence in the gaming industry.





Tuesday 19th November 2024

Do Now:
1. two ways Fortnite battle royale makes money - in game purchases (micro-transactions), collaborations ✅
2. what does a collaboration get Fortnite - a wider audience ✅
3. 2 example of Fortnite collaborations is - Travis Scott and Ice Spice ✅
4. 2 methods of marketing games - adverts and collaborations ✅
5. all the uses and gratifications - Personal identity, Information, Entertainment, Social interaction (PIES) ✅


Audiences
L.O: to explore the appeal of video games and how the industry targets different audiences 

  • the Fortnite website and linked social media is an important way for the brand to reach its audience 
  • the website includes information and updates about the game and links 


1. the main elements of the homepage are the categories of different game genres and at the top of the website is everything new at the minute that has come to Fortnite 
2. the Fortnite products are the game modes and the new skins arrived in the item shop and it also has all of its social links at the bottom of the pag, pretty much all of the products are linnked on the website 
3. different collabs with different products or celebrities consist of, marshmallow, travis scott, ice spice, marvel, stranger things, teenage mutant ninja turtles, neymar, ninja, harry kane 
4. 3 recent posts promoting different aspects of the game consist of ice spice available in the item shop, og Fortnite's return and the latest ps5 drop with in game exclusive Fortnite skins 
5. people can interact with the Fortnite website by being able to purchase things through the website they can also interact by logging into their accounts through the website and Fortnite social links are also linked on their website 



ways website promote engagement 

  • homepage is appealing because it has bright animated graphics and the use of imperative's (command words) and exclamations 
  • a range of posts highlights the latest news and developments in Fortnite; for example new characters or future events 
  • some posts further address the audience by addressing them min role 
  • the menu bar includes links to pages for each mode of the game and other features like competition's and merchandise 

target audience of Fortnite - 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, mailyu consumed via streaming platform like youtube and twitch has led to players becoming major celebrities.
  • the most famous Fortnite player ninja makes over half a million dollars during 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 


applying audience theory 

  • media effects theories are a collection of approaches and ideas that explain how media influences people 

  • they mainly work on the idea that audiences can be ACTIVE or PASSIVE 
  • ACTIVE audience : engages somehow with any media messages by interpreting them evaluating and responding to them. they are able to question the messages and challenge the ideas that they convey 
  • PASSIVE audience: accepts what the media is telling them without question and is more likely to be directly affected by them. they are more receptive and less engaged 

Fortnite audiences are active by:
  • playing the game because they are interacting and making decisions 
  • battle royal is interactive and collaborative, encouraging players to work together 
  • players are encourages to be creative by deconstructing and rebuilding the game environment 
applying audience theory 2:
  • personal identity 
  • information 
  • entertainment
  • social interaction
Fortnite uses personal identity through the locker allowing you to customise the your character and everything surrounding them and allows them to express themselves 

Fortnite offers entertainment as it has a massive variety of different games making it suitable for everyone and gives a diverse variety to ensure everyone can enjoy the game 




friday 22nd November 2024

Do Now:
1. Fortnite website is appealing to the audience because it has a huge variety of genres targeting skins, different game modes and even offers latest devices ✅ also has bright graphics 
2. the Fortnite demographic is ❌ more males, half 10-25, half older 
3. two examples of Fortnite targeting a diverse audience is ❌ emphasis on construction as well as killing; esports stars; non-gamer celebrity players; use of seasons 
4. the type of audience that accepts media messages without question - passive ✅
5. the use of gamer and non-gamer celebrities could relate to the search for role models that contribute to which u&g ❌ personal identity


Video Games: exam preparation

L.O: to explore the possible exam questions for video games 

- revise indusrty and audiences and magazines 


INDUSTRY
  • video games are a relatively new media form
  • gaming - massive changed and growth since the 1970s this is due to massively technology development 
  • 1. development in technology meaning big variations in devices
  • 2. development in graphics means smoother gameplay higher quality and faster games
  • 3. invention of internet meant online gameplay became accessible to multiplayer games and you can play with anyone at anytime  
  • technology - massive development in industry 








AUDIENCE
  • 3. invention of internet meant online gameplay became accessible to multiplayer games and you can play with anyone at anytime  
  • technology - diverse technological convergence and appeals the audience 









 

Comments

  1. Great class notes. Well done.

    CONVERGENCE Q:
    A fantastic answer - I think you're a little harsh in your marking. I would go 10/12

    AUDIENCE 12 MARK HWK:
    Not completed

    FORTNITE POPULARITY HWK:
    Not completed

    ReplyDelete

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