Video Games

 Tuesday 5th November 2024

Video Games

LO: To explore the history and context of video games

Video Games Industry

- Since the 1970s video games have had massive growth due to rapid technological development; graphics, narratives, consoles, internet, etc

- The diversity of game 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 US $282.30

A brief history of video games

1970 Video games reach mass audiences through coin operated arcade games and home consoles

Space invaders causes a shortage of 100 yen coins. Within a year, machines in the US tempt Americans to spend millions of quarters playing.

Single player, basic ideas, no narrative

1980 Video game arcades reach their heyday as home consoles, led by nintendo, begin to take sway

More technology meant more devices to be able to play on, multiplayer 

1990 

Narratives, variety of consoles

2000

Improvement in graphics

2010

Far more advanced, streaming, online gaming


Improvement in graphics have meant that gameplay is comparatively more realistic

Technological development has changed how games are played

The internet has allowed players to play from anywhere with anyone at any time


1) People can play on many devices such as mobile phones, consoles (playstation, x-box, etc)

2) Smartphones are a very popular way for people to play games because the majority of people have a phone however gaming consoles are quite expensive. Phones are also small and easy to carry around and so is suitable for not only necessary tools like cameras and messaging but also gaming. 

3) I think that the gaming audience has increased due to the fact that technology has enabled people to play anywhere and with anyone. They are also now able to play a variety of different games.

4) Game companies can make money from including advertisements within their games and in game purchases

5) Augmented reality uses digital technology to combine the real world with the game whereas virtual reality is a purely made up world


Uses and Gratifications Theory

Personal identity     Information     Entertainment     Social interaction

Minecraft (laptops, phones, playstation, x-box, etc)

Personal Identity - Create mode is where you can create your own world, inspiring creativity and allowing players to make decisions for themselves

Information - Doesn't really provide any information

Entertainment - People may play Minecraft to have fun or offload, allows creativity

Social Interaction - People can discuss and play online together at the same time

Roblox (phone, laptops, x-box, etc)

Personal Identity - Games in which you can crate your own things

Information - Doesn't really provide any information

Entertainment- People play Roblox to enjoy themselves

Social Interaction - People can play online with friends

Friday 8th November 2024

Case Study: Fortnite

LO: To research the case study and explore the context of video games

Do now:

1. You can now play video games alongside people from all around the world online anywhere anytime 

2. Augmented reality uses digital technology to combine the real world with the game

3. By playing with others online or in person

4. Create modes within certain games

5. Entertainment

Fortnite

1) Who produces Fortnite?

Epic Games

2) How long has Fortnite been around?

It was first released on the 21st July 2017, therefore it has been around for 7 years

3) How much money has the game made?

Over $26 billion, to date

4) What are the different games in the franchise?

There are currently 6 different game versions which include, Battle Royale, Save the World, Creative, Lego Fortnite, Rocket Racing, Fortnite Festival

5) Summarise the gameplay: what is the story? What do the players have to do?

A mysterious island that holds the origin of the universe itself is being abused by a mysterious organisation. A mysterious figure emerges from an escape pod housed in the remnants of a meteor in the crater of the island. From there on everything unfolds into chaos. It is free to play, it is multiplayer.

6) What genre is Fortnite?

Survival, fusion of battle games and construction games

7) Where do we see Fortnite appearing on other media platforms?

Fortnite is the most viewed game on youtube, and has its own Facebook, Twitter and Instagram feeds

8) How does Fortnite allow users to play together?

You can play solo, duo, or squad, and can interact using the chat function

9) Give 3 reasons why you think Fortnite has been so successful.

Unique art style, it's free to play, regularly updated

10) How could you apply the Uses and Gratifications theory to Fortnite?

Personal identity - Customising avatars

Social interaction - Conversing over the chat function

Entertainment - Fun to play


Epic Games

- Epic Games was started by Tim Sweeney in 1991 and was originally run from his parent's house

- Use an operating system called unreal engine to develop Fortnite. They have made this available on their website, and encourage their audience to use it to develop their own games

- In 2014, the Guinness Book of Records name Unreal Engine as the 'most successful video game engine

Exploring Context

Do violent video games make people more violent?

- The relationship between video games and audiences has been a controversial area, with many moral panics

- These ranged from fears that violent games encouraged copycat behaviour, to worries about addiction and the amount of screen time that is healthy

- Fortnite, compared to other successful titles, contains very little explicit or realistic violence, and the cartoon like graphics also make the game suitable for younger players

- There seems to be little racism or misogyny expressed by the players compared to other video games - perhaps because free players are randomly assigned race and gender skins at the start if each round

1) Prince Harry - calls for ban on mega hit video game 'Fortnite' because nearing to the time of becoming a father he wanted to protect other children alongside his own. I partially agree as a think that perhaps it isn't the best game to be playing at such a young age whilst you are still learning and growing. But I do disagree a little as certain aspects of the game aren't as violent as others.

2) Healthcare professional - there is no link between violence and video games

Tuesday 12th November 2024

Regulation

LO: To explore how video games are regulated

Do Now:

1. Epic Games produces Fortnite

2. Battle Royale is one of the Fortnite games you can play

3. Unreal Engine is the name of the operating system used to create Fortnite

4. A moral panic is a widespread feeling of fear that some evil person or thing threatens the values, interests, or wellbeing of a community or society

5. Regulation is the act of controlling something


PEGI ratings

Realism/graphic, sexual content, language

7 - frightening pictures or sounds for young children

12 - violence in a fantasy environment or non realistic violence towards humans/ horrific sounds or horror effects

16-18 - increasingly realistic violence

Fortnite has the PEGI rating of 12 for 'frequent scenes of mild violence'


How is the video game industry regulated? Refer to Fortnite to support your answer.

The Games Rating Authority uses the PEGI age rating system to give the games their mandatory rating. The ages are decided through many aspects of the game but the main three are whether the game has any explicit language, sexual content, and also how realistic or graphic it is. Fortnite, for example, has an age rating of 12 due to the fact that it includes frequent scenes of mild violence which might be unsuitable for children of a younger age because of the amount of scenes containing some form of violence. 

Technology

Convergence - Have lots of different things merging into one

Technological convergence - Gameplay can be moved between different devices, game can be accessed on different devices

Cross-media convergence - Using multiple different media platforms, Fortnite is the most viewed game on youtube and has utilised streaming platforms to broadcast live competitions

Collaborations:

- Lego 

- Marvel

- Star Wars

Synergy - 2 products or brands that help market each other/benefits both sides 

Fortnite gains more players from the audience of the other product who then might decide to stay if they enjoy the game

The other product then gains popularity and a larger audience because the fans of Fortnite might follow the other product as well

Dyer's Star Theory:

The idea that celebrities are products/brands manufactured by institutions. Celebrities are constructed to represent 'real people' experiencing real emotions in order to relate to audiences and sell products such as films or music. Collaborations help celebrities with their brand image. 

Explain how convergence and synergy benefit the Fortnite brand?

Convergence benefits the Fortnite brand because the fact that game can be played on many different devices means that players are not limited to a specific device and therefore can play on whatever form of technology they have to hand. The Fortnite brand benefits from this because it enables more people to play meaning the game receives more money and viewers. Another way it benefits the brand is through the use of cross-media convergence, where Fortnite use multiple different media platforms to raise popularity like utilising streaming platforms to broadcast live competitions, and using Youtube to promote the game. 

Synergy benefits the Fortnite brand because by having another product increase popularity it invites fans of the other product in to play Fortnite and then if they like the game they would continue playing it. Through Dyer's Star Theory the celebrities are seen as products as though they can be used to help increase the gameplay of Fortnite. For example, Drake collaborated with Fortnite which brought fans of his over to the game, which in return interested the people that play the game in Drake's music, benefiting both products of the collaboration.

Friday 15th November 2024

How do video games make money?

LO: To explore how the gaming industry is funded

Do Now:

1. When mutual advantages are gained due to multiple elements/companies working together it is called synergy

2. Technological convergence is when gameplay can be accessed on different devices the process of combining different technologies into a single unit to create new products or offerings

3. PEGI ratings are used to age rate games

4. GRA stands for the Games Rating Authority

5. Regulation is the act of controlling something

Ways of making money:

- In game purchases

- Advertisements

- In game currencies

- Collaborations 

- Price of the game

- Exclusive items for limited time periods

- Merchandise 

- Links with movies and TV

- Sponsorships

How does Fortnite Battle Royale make money?

- Through micro-transactions, where people can purchase in game currency 

- Battle passes (subscriptions)

- Collaborations and partnerships

- Competitive events

- Limited time offers

- Creative mode 

- Merchandise and licensing deals

- Fortnite is an example of the 'Games as a Service' (GaaS)

- Crew subscriptions

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, feels immersive, battle game, different, not realistic violence

- The game gained 10 million players in the first 2 weeks following its launch

- It is still very successful

Why so successful?

- As of 2024, there are approximately 650 million registered Fortnite players

- Made about $5.5 million per year 

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 Gauntlett Limited Time mash up' generated 1.2 million mentions on social media in the first two days

- This 'buzz' raises awareness of the game amongst audiences who are not existing gamers

- Uncharted and Stranger Things

E-sports and Events:

- The Fortnite World Cup was first held in 2019. It received considerable media attention and was streamed on 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 has also hosted a variety of events from festivals to 'live concerts'

Rift Tour:

- In collaboration with Ariana Grande's Rift tour, in August 2021, Fortnite scheduled a series of virtual shows in the game

- These were publicised on their website and socials through teaser trailers, posts on social media, Rift tour quests unlocked rewards, in game rewards like Ariana costumes, news items on the website explaining how to play

Homework 

Explain why audiences play video games. Refer to the uses and gratifications theory in your response.

The uses and gratifications theory suggests that people purposefully choose the media they consume, in order to satisfy their own specific wants and needs. There are four main aspects including personal identity, information, entertainment and social interaction. One reason people play video games is for entertainment purposes, such as offloading from a busy day or just to take a break and enjoy themselves. Some people may enjoy playing video games because it allows them to get away from social normalities and the hardships of everyday life. Video games also enable people to break away from their own identity and act as a different character which in some occasions can feel freeing. On the contrary, some people play games for personal identity, to discover more about themselves, or be able to express themselves in a way that is not always possible in real life. Certain video games, for example Fortnite, include avatars which you can design allowing individuality. Some, like Minecraft, allow for creativity through create mode or choice of design in specific aspects of the game. Social interaction is a key part of video games in more recent years, due to the technological developments made. People can now play with whoever they want, wherever they are, whenever, which means social interaction over video games has increased since some of the first video games were introduced. When playing people can talk to one another by call or through the chat section, like in certain Roblox games. The developments of technology also allow for games like Fortnite to be played on multiple devices so it's not limited to where it can be played, meaning if you're with a friend you can play on your phone or if  you're at home you can play on an x-box, etc, increasing social interaction between players. Finally, although information isn't as dominant as social interaction or entertainment, it still plays a part in why people may play video games. For example there are games which are more factual based such as quiz games where you can test your knowledge. Fortnite however doesn't revolve around factual content and so players get information in a different way, from advertisements. 

Tuesday 19th November 2024

Audiences

LO: To explore the appeal of video games and how the industry targets different audiences.

Do Now:

1. Battle Royale make money through battle passes and limited time offers

2. Collaborations get Fortnite popularity and new players

3. Fortnite has collaborated with Star Wars and lego

4. You can market games through advertisements and social media posts

5. Personal Identity, Information, Entertainment, Social Interaction

The Website:

- 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 to content an social media channels that might enhance the experience of the game

- Their official Youtube channel includes reveals of the latest products, streams of E-sports competitions and behind the scenes footage. Fortnite also regularly update their social media accounts

1) The homepage consists of game collections and a slideshow of different games and information as well as a navigation bar, a lot of options on the homepage

2) The different games and merchandise available for either playing or purchase

3) Collaboration with Snoop Dogg in the news section, Eminem and Ice Spice are also mentioned

4) The PS5 Console - Cobalt Star Bundle, upcoming events, new updates, opportunities and products

5) Download the game, purchase things from the shop, sign in are ways people can interact with the website

Homepage:

- Homepage is appealing through the use of bright, animated graphics and the use of imperatives and exclamations

- A range of posts highlight the latest news and developments in Fortnite 

- Some posts further address the audience by addressing them in role 

- The menu bar includes links to pages for each mode of the game and other features like competitions and merchandise

- A link to the Epic Games website is also present

Fortnite has used a combination of addictive gameplay, media/technological convergence and marketing to target a diverse and varied audience

78% are male 

22% are female

53% are 10-25 

42% are in full time employment 

How does Fortnite target their audience?

- 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, mainly consumed via streaming platforms like Youtube and Twitch 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 the highest in the world for social media interactions

- This creates gamer celebrities that have become aspirational role models for some audiences. The use of non traditional gamer celebrities such as rappers and NBA athletes widen the appeal of the game. The popularity of 'Twitch Girls' has also appealed women

- Fortnite's use of 'seasons' -with rumours and gossip about future seasons - follows the cable TV/ online subscription style of long form TV drama

Applying audience theory 1:

- 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. The differences between an active audience and a passive audience is how they engage with media messages

Active audience - engages with media messages by interpreting, evaluating and responding to them. They are able to question the messages and challenge the ideas they convey

Passive audience - accepts media messages without question and is more likely to be directly affected by them. They are more receptive and less engaged

The distinction between active and passive audiences is important because it challenges the traditional views of media as having a one way flow of information. Instead, it emphasises the role of individuals in shaping their own media experiences

Fortnite audiences are active by engaging with the game through playing it., deciding what you do when you do it.  The basic gameplay of Fortnite means you have to be active: Battle Royale is interactive and collaborative, encouraging players to work together. By being able to deconstruct and rebuild the game environment, players are encouraged to be creative. Fortnite: Creative is a different format that allows even more creativity in designing 'skins', 'emotes', and landscapes.

Applying audience theory 2:

- The theory states that an audience will use a media form for either one of the 4 reasons

Personal Identity within Fortnite - Creative mode enables players to express their own creativity within the game and alongside the choice of 'skins' gives players the chance to make a decision on how they want to be represented in the game.

Friday 22nd November 2024

Exam Preparation

LO: To explore the possible exam questions for video games

Do Now:

1. The Fortnite website is appealing to the audience through the vast variety of games they include on their homepage, and the bright colours

2. The Fortnite audience might include fans of games, fans of battle games in general and also fans of the people Fortnite collaborates with more males, half 10-25, half older

3. Fortnite targets a diverse audience through the characters as they are also very diverse showing different skin tones and race, making the game more inclusive

4. Passive audience is when they accept media messages without question and are more likely to be directly affected by them

5. Personal Identity is what the use of gamer and non gamer celebrities relating to the search for role models


Industry

  • Epic games publishes Fortnite
  • PEGI rating is the system video games use to age rate their games, depending on aspects of it such as sexual content, explicit language, etc
  • Fortnite has a PEGI rating of 12 due to frequent scenes of mild violence which may be unsuitable for younger children 
  • Fortnite is so popular because for one, the popularity of the launch of the game was massive and the use of trailers to promote the game made it wildly popular to a larger audience other than just those who play video games
  • Technological developments have helped increase the popularity of the game since people can now play online with anyone, anywhere, at any time 
  • The game is funded through in game purchases and collaborations and due to the high number of players this causes them to be very successful

Audience:

  • Fortnite targets gamers, both female and male of all ages

Homework

Explain how Fortnite makes money and how they have remained so popular.

Fortnite makes money in many different ways including the use of  in game purchases. These in game purchases allow players to buy one of a kind items and alongside this Fortnite also has its own currency known as V-bucks. People can spend money on a specific amount of V-bucks in order to buy different things such as new skins or outfits as well as weapons. In addition, Fortnite Royale, for example, has battle passes which require subscriptions which is another way in which they make money. The use of collaborations with popular franchises, celebrities and gamers such as star wars, Ariana Grande, etc not only enable Fortnite to gain new players but also more money and likewise the other collaborator also gains new fans and money. 

To start with the promotional campaign targeted existing gamers meaning those who were already fascinated by these types of games would have a new game franchise to look into and perhaps interest them to want to play. Additionally the initial launch of the game came with a cinematic trailer which feels immersive for the audience, clearly showcases it is a battle game and shows non realistic violence meaning it was more likely to be accepted by both parents and kids. The trailer also differentiated this game from others implying it is unique and unlike any other. Different games and events are key to sustaining popularity and success, and one of the most popular events that took place was the 2019 Fortnite world cup. This received a considerable amount of media attention and was streamed on their twitch channel and Epic now employs professional gamers to keep the game at the forefront of online conversation.



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