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 

Comments

  1. Some good class notes but there are a lot missing - go to my blog to make sure you catch up on the missed work.

    CONVERGENCE 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

    ReplyDelete

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