Video Games
8/11/24
lo:to research the case study and explore the context of video games
case study:Fortnite
who produces Fortnite?
Epic games
how long has Fortnite been around?
7 years
how much money has the game made?
over $26 billion
what are the different games in the franchise?
Fortnite battle Royale , lego Fortnite , rocket racing and Fortnite save the world Fortnite festival
what is the story?What do the players have to do?
countless realities originated from the zero point and a mysterious island being abused by an organisation players dropped on island by flying bus -incoming natural disaster
players have to collect weapons, build forts and shoot other players.
what genre is Fortnite?
survival game
where do we see Fortnite appearing on other social media platforms?
youtube , facebook and instagram
how does Fortnite allow users to play together?
solo , duo , trio , squad
three reasons why you think Fortnite is so successful?
its free
its entertaining
its addicting
Epic Games
started by Tim Sweeney in 1991 from parents house
unreal engine named most successful engine in 2014 by book of world records
exploring context
Do violent video games make people more violent?
relationships between video games and people cause moral panics, screen time , copycat behaviour
Fortnite contains little realistic graphics
very little bad behaviours compared to other games
-prince Harry
-violence and video games
how could you apply the uses and gratification theory to Fortnite?
social interactions
12/11/24
lo:to explore how video games are regulated
Regulation
PEGI ratings :
age 3-considered suitable for all age groups
age 7-frightening pictures for young children
age 12-violence/unrealistic violence towards humans, horrific sounds or horror effects
age 16-increasing realistic violence
age 18-
how is the video game industry regulated?Refer to Fortnite to support your answer. 4 marks
The video game industry is regulated by PEGI using different age ratings.For example, age 12 is is violence towards humans or horror effects, and age 16 is increasing realistic violence.One example of video game regulation is Fortnite; which has an age rating of 12 because of violence and player to player interactions.
technology
lo:explore how technology has advanced gameplay
technological convergence-ability to access the game from anywhere, made Fortnite popular , you can switch between devices
cross media convergence-streaming a video game across multiple social media platforms
collaborations-star wars, marvel, batman
synergy-two brands that help market each other
Dyers star theory
convergence benefits Fortnite because by being able to access the game on multiple platforms and devices it means that the audience is bigger than what it would be if it was only available on limited devices.By having a bigger audience and more players it means that Fortnite will make more money, which they could use towards more advertisements , therefore gaining popularity etc.It also means that players spend more time playing the game on multiple different devices , which could also benefit the game in the long run.
Synergy benefits Fortnite in a similar way as convergence , because by collaborating with different brands/people fans will want to lay the game more and may eventually end up playing it long term.The other brand also gains popularity and money. Fortnite will now be associated with that person/brand in the future , meaning future fans/followers may also be convinced to play the game and spend money on Fortnite.
band 2
15/11/24
do now:
-synergy
-ability to access a game from anywhere
-PEGI
-games rating authority
-controlling what age group is safe to play a game
lo:to explore how the gaming industry is funded
How do video games make money?
battle royal - through micro transactions and in game purchases
The launch and success of Fortnite
-promotional campaign targeted existing gamers
-150million people reached by campaign
-had a cinematic trailer
-gained 10million players in the first 2 weeks
-650 million registered players
-averages $5.5 million per year
-collaborations with brands for limited times
-stranger things, DC collaborations
-collaboration with Ariana Grande
19/11/24
do now :
-micro transactions and in game purchases
-more players and more money
-star wars,DC
-trailers, campaigns
- personal identity information entertainment social interaction
lo; to explore the appeal of video games and how the industry targets different audiences
Audiences
the main elements of the home page are:ice spice collaboration, game collection and news
the products featured are different games and consoles new skins
collaborations-ice spice
upcoming events, new updates
shop, sign in ,social media links
engagement-website
target audience-78% male 22%female 53% age 10-25 42% are in full time employment
how does Fortnite appeal
-unrealistic violence and cartoon style graphics -younger players
-players become celebs
-become aspirational inspirations
-uses seasons - rumours about new seasons -target diverse audience
-fans of Ariana grande ,people with a lot of free time
affects theory
-messages , active and passive audience
active-audience that engages with messages
passive-accepts what media is telling them without challenging it
active;
players chat and share opinions with each other
players engage in the game
construct game environment
pies theory
- entertainment and social interactions - constructing an environment and chatting with other players
22/11/24
12 marks-3 paragraphs
films and magazines and adverts
Some good class notes but there are a lot missing - go to my blog to make sure you catch up on the missed work.
ReplyDeleteCONVERGENCE Q:
A good answer - I think you're a little harsh in your marking but you would need specific examples from Fortnite to get above a band 2.
AUDIENCE 12 MARK HWK:
Not completed
FORTNITE POPULARITY HWK:
Not completed