video games
5/11/24
L/O: to explore the history & context of video games
. video games are a relatively new media form since 1970 they have had a massive growth . this is due to a rapid technological development- think graphics , narratives , consoles etc.
. in recent years the diversity of games genres and platforms on which they can be played has meant an explosion in the gaming industry
. in 2024 the video games market is projected to reach a revenue of 282.30 billion dollars
decade game features
1970's space invaders a coin operated arcade game - not much narrative
1980's Nintendo console featured games
1990's mortal Kombat console wars heat up and computer games start being appearing
2000's wii fit online games console / computer , developed more , graphics
2010's mine craft. smart phone game playing , online streaming , more advanced
three changes that have occurred in games since the 1970's :
can play globally , technology advances , internet / online world
1).consoles ( play station , xbox) , mobile devices ( phones , i pads),
2). smartphones are a popular way for people to pay games due to everyone having a smartphone now a days
3). due to the technological developments the gaming audience has increased more due to everyone having access to games
4). game companies make money throughout the games with adverts , in app purchases etc
5). what is augmented reality and how has it been used to enhance games? where digital technology is used to combine the real world with 3D to make games more realistic
uses & gratifications theory
-pies-
personal identity
information
entertainment
social interactions
Roblox: entertainment , social interaction
Minecraft: entertainment , social interaction , personal identity
15/11/24
how do games make money
L/O: to explore how the gaming industry is funded
do now
1).synergy - mutual advantages gained when many companies work together
2).technological convergence-the process of combining different technologies into a single unit to create different products or offerings
3).the PEGI system is used to age rate games
4).GRA: games rating authority
5). regulation: the act of controlling something
methods of making money :
adverts , subscriptions , limited items , collaborations, in game purchases , pricing the game , sponsorships
how does Fortnite battle royal make money ?:
- In-game purchases: Players can purchase downloadable content (DLC), such as cosmetics, emotes, and skins, using the game's virtual currency, V-Bucks. The Battle Pass is a popular in-game purchase that costs around $9.50 per quarter and gives players access to exclusive content and updates.
- Merchandise sales: Fortnite sells merchandise.
- in game currency: Fortnite offers an in game currency which costs players to get.
- battle pass: exclusive content to players who buy this over the season
Fortnite is an example of the 'games as a service' model - where there is constant revenue stream from the in app purchases
the launch and success of Fortnite
launch- the promotional campaign targeted existing gamers
the campaign reached 150 million users across different gaming sites
it had a cinematic trailer - suggesting that the game is different to others and to target more of an audience , to also emphasise the game is a battle game , and within it the graphics where not realistic which supported parents to let their children play. and within the trailer there was different ethnicities and genders to show a variety encouraging players to play
the game gained 10 million players within the first 2 weeks following its launch.
its still very successful
success -As of 2024, Fortnite has approximately 650 million registered players.
Fortnite seems to average $5.5 billion every year
collaborations- it has characters from other successful franchises such as marvel & star wars
for example the collaboration with avengers limited time only generated 1.2 million social media mentions within the first 2 days .this buzz raised a lot of awareness to the game amongst audiences who where not existing gamers
other collaborations - stranger things , family guy , dc comics , cobra kai , dead pool
e-sports and events- the Fortnite world cup was first held in 2019 . it received lots of media attention and was streamed on their twitch channel. epic now employees many professional gamers to keep the game at the forefront of the online conversations . celebrity players also help raise the profile of the game .Fortnite has also hosted a variety of events from festivals to live concerts.
example- the rift tour with Ariana grande scheduled a series of virtual shows in the game this was publicised on their website through teaser trailers , in game purchases and quests.
Homework
People tend to play games for many different reasons , for example and audience plays a game for entertainment purposes, to allow them to enjoy the game and to cure boredom. meanwhile another reason would be how an audience while playing games can socially interact with one another for example people tend to play Fortnite to talk and communicate with online friends. Meanwhile others play video games to help find a sense of personal identity , people might relate towards the c characters within a video game and feel a sense of comfort and therefor play the game more.
19/11/24
audiences
do now -
1).advertisement , in app purchases
2). more fame / acknowledgement
3).Ariana grande , stranger things
4). celebrity appearances eg characters in games , social media posts
5).personal identity , information , entertainment , social interaction.
the Fortnite website, and linked social media is an important way for the brand to reach its audience .
the website includes information & updates for its users
the website is appealing through the use of bright animations and imperative's eg "watch now!"
some posts further address the audience by addressing them in role.
the menu bar links to pages for each mode of the game.
Fortnite's target audience - 72% are male 22% are female 10-25 and 42% are employed full time
how does Fortnite target them - the unrealistic violence and cartoon style graphics attract a younger audience , the rise of e-sports stars , mainly consumed via streaming platforms like youtube and twitch has led to many people becoming famous example would be ninja who ranks the highest in the world for social media interactions , this created gamer celebrities who have become role models which attract an audience , Fortnite also uses seasons - with rumours and gossip about future seasons which follows the T/V online subscription style of long-form drama.
1). the main elements on the home screen are the new additions , links to news , the shops , game collections made by epic .
2).Fortnite products that are featured include: new skins , game collaborations , PS5 console with exclusive items
3).ice spice , PS5 , ninja turtles, lego
4). one post - promotes the PS5 console collaboration , another announces the new Fortnite chapter with Eminem and another post is promoting the fact they will be promoting snoop dog
5).they can go to the item shop straight away , they can read news about the game and they game check out and download new games and create your own games
6).to allow people to make more purchases for exclusive items , and to show what items they give away with subscriptions
applying audience theory
effects theory: collection of approaches and ideas that explains how media influences people ,
the idea that audiences can be passive or active and the difference on how they engage with media messages
active audience: and audience that engages somehow with any media messages by interpreting them or evaluating them and responding to them . they are able to question messages and challenges ideas 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
ways Fortnite audiences are active:
social media discussion on their opinions
by interacting with the game itself to play it
Fortnite is an interactive game, Fortnite creative allows its format to allow more creativity with designing skins , games etc.
social interaction: Fortnite allows it users to communicate with one another through the game and allows discussion through different platforms
entertainment : Fortnite allows you to escape into the game and leave the real world
22/11/24
video games : exam prep
L/O: to explore the possible exam questions for video games
do now
1).cartoon style, celebrity characters
2). 12-25 year olds , any gender
3). adding a variety of skin colours and people from different shows/ tv series
4). passive audience
5). personal identity
Some good class notes but there are lots missing - use my blog to catch up on anything missed
ReplyDeleteCONVERGENCE Q:
Not completed - Absent
AUDIENCE 12 MARK HWK:
far too brief for a 12 marker
EBI: explain U&G with specific reference to Fortnite
4/12
FORTNITE POPULARITY HWK:
Not completed