Video Games

                                                                                                                        -Tuesday , 05th of November

2024-

                                                                             -VIDEO GAMES-

L/O: to explore the history & context of video games

-since 1970 they have had a massive growth due to a rapid technology development 

1970- Mathematical games such as hackers rush

1980-arcade games for example pac-man and multiplayer

1990- Microsoft games such as solitaire online and adventure games 

2000- consoles mainly started to come out with games such as sims and war games and graphics improved

2010- mainly phones consoles and a lot more intense more detail much more advanced 


1-more graphics

2-multiplayer

3-more enhanced development


1-online platform, consoles

2-because they can play it anywhere and everywhere online and offline

3-became much more into it and more focused because of the high quality detail

4-they make money by putting adverts in , the more adverts in the game the more money they get and depending on the longer ad they get more money 

5-augmented reality is AR which is a video game through a screened head piece covering your eyes that you can connect to your phone which represents a real world in a virtual reality


call of duty - console - how to have key aim - came out October 29th 2003 - multiplayer with mates - online multiplayer

geometry dash - phone - favourite colours - came out 13th august 2013 - cures boredom when no data - solo player


Friday, 15th of November 2024

DO NOW-

1. what is the term for mutual advantages gained when multiple elements/companies work together- synergy

2. what is TECHNOLOGICAL CONVERGENCE- the process of combining different technologies into a single unit to create new product or offering

3. which system is used to age rate games- PEGI

4. what does the GRA stand for- games rating authority 

5. what is REGULATION- the act of controlling something


                                           HOW DO VIDEO GAMES MAKE MONEY

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

-in game purchases

-merch

-collaborations

-price of the game

-micro transactions

-exclusive items

-adverts

-subscriptions

-tie ends with film and tv

-sponsorships

Fortnite battle royal:

  • in game purchases
  • downloadable content sales
  • games as a service (GaaS)
  • micro transactions
  • exclusive, limited edition content 
  • crew subscriptions
  • merchandise & licensing deals
                                                              CHALLENGE

  • the games revenue drop in the years after a successful launch because of how many people joined the game as soon as it came out it slowly dies down with excitement.
                                          THE LAUNCH AND SUCCESS OF FORTNITE

  • LAUNCH- the promotional campaign targeted existing gamers.
  • the campaign reached 150 million users across different gaming sites.
  • it has a cinematic trailer.
i think they added a cinematic trailer because it draws in more of a audience to play the game as they are featuring more items and thing , shows what happens in the game and shows the key features about the game.
  • the game gained 10 million players in the first two weeks following its launch
  • it is still very successful 

                                                      WHY SO SUCCESSFUL

  • 650 million registered players
  • it has generated 5 1/2 million 
  • this year having 222 million active players every day

                                                          COLLABERATIONS

  • one factor in its success is the interrogation of characters from other successful franchisees, 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.
  • this 'buzz' raises awareness of the game amongst audiences who are not existing gamers.

- find TWO examples of other collaborations with film and tv
  • marvel
  • Futurama
  • deadpool
  • wolverine
  • harleigh quinn
  • joker
  • batman
  • juice world
  • marshmallow
  • john wick
  • my hero academia 
  • family guy
  • friday 13th
  • hulk
  • mr beast
  • ghost rider
  • star lord
  • Spiderman
  • eminem
  • mandalorian 
  • star wars
the Fortnite world cup was first held in 2019, it received considerable media attention and was streamed n their twitch channel.
epic now employs many professionals gamers to keep the game at forefront at the front of conservation.
-teaser trailers
-posts on twitter and popular social medias
 

Tuesday , 19th of November 2024

DO NOW-
1. collaborations and exclusive items  
2. money, popularity, more players
3.juice wrld, ariana grande
4. advertisements, trailers
5.entertainment, information, social interactions personal identity


                                                                   AUDIENCES

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

THE WEBSITE: 
. the fortnite website, and linked social media, is an important way for the brand to reach its audience 

1.updates about the game and information that you can mainly get from just the website and news.
2.game collaborations, games that are able to play.
3.Ninja turtles, lego, fall guys, rocket league
4. dead pool , horror maps , gun games
5.clicking on maps , clicking on information and purchases
6.shows the benefits of purchasing crew pack


-homepage is appealing to the audience and can apear very interesting to both younger and older users , they also have an appropriate price range for things in the item show nothing more then 40 pounds which is very good for a online video game . they also create profit by putting skins up , doing collaboration.
the target audience, 78% are male 22% are female , 53% are 10-25, and 42% are in full time employment.

the unrealistic and cartoon style graphics , along with the emphasis on construction as much as killing , make it appearing to a younger audience.
the rise of esports starts, mainly consumed via streaming platforms like youtube and twitch has led to players becoming major celebrities. ninja , the most famous Fortnite player and has over 10 million subscribers and earns over half a million a month , ninja ranks higher in the world for social media interactions.
the created gamer celebrities that have become aspirational role-models for some audiences . the use of non-traditional gamer celebs such as rappers and NBA athletes widen the apear of the game.

APPLYING AUDIENCE--THEORY-1

-they mainly work on the idea that audiences can be active or passive audience . The difference between an active audience and a passive audience is how they engage with media messages.

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

-passive audience-an audience that 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 view of media as having a one-way flow of information . instead it emphasises the role of individuals in shaping their own media experiences.

buying skins
exclusive items
collaborations
playing the game 
active to the game  

-the Basic game play of Fortnite means you have to be active being able to deconstruct and re construct the game environment means you must be active to play the game.
-in addition, epic games have made their operating system unreal engine available generation of games developers.















-personal identifications- skins , relating to a character from a film or show which mean something to you.

-entertainment- causes gaming where you can talk to your friends online , level up , do quests like an adventure offline solo game 


Comments

  1. Good class notes. Well done. Try using full sentences so it makes revision easier.

    CONVERGENCE Q:
    A good answer but please try to answer in paragraphs.

    AUDIENCE 12 MARK HWK:
    Not completed

    FORTNITE POPULARITY HWK:
    Not completed

    ReplyDelete

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