vidagama paga
Tuesday 5th November 2024
Fortnite
video games industry is very big and is expected to make a revenue of 200 billion+
the biggest thing of each decade
1970s-arcade gaming- - pong - single player no narrative
1980s- Zelda - adventure game
1990s- sonic - more story games and some sequels
2000s- angry birds - more consoles
1 graphics
2 multiplayer
3 easier access
1, consoles phone pc
2, free to play
3, it grossed, and we got more diverse select of games
4, adverts
5, vr mixed with real life
1, Minecraft console entertainment personal identity social interaction pc mobile
2, pac man entertainment arcades
Friday 8th November2024
case study: Fortnite
Do now
1, graphics, multiplayer
2, a mix of virtual reality and real life
3, meeting people online in multiplayer
4, customising in game things or creating stuff hat directly links to you
5, entertainment
1, epic games correct
2, seven years correct
3, over 26 billion correct
4, Fortnite battle royale, lego, rocket racing, save the world correct
5, fight to be the last one standing using various guns and weapons correct
6, hybrid between battle games and construction games correct
7, youtube, TikTok and twitch correct
8, they have game modes where you can play and interact with different people correct
9, peer pressure, its free , constant updates and changes to keep the game new correct
10, people play Fortnite for entertainment and social interaction , theres also personal identity due to the game allowing players to create there own maps and worlds . correct
Epic Games
creator- Tim Sweeney
operating system, unreal engine
other games use unreal such as the infinity blade and Batman Arkham city
inn 2014 unreal engine was the most successful video game of all time
Tencent- a Chinese investment company bought 42% of epic in 2012
exploring context
do violent video games make people more violent ?
relation ship between video games and gamers worries moral panics people believe that copycat behaviour may happen
addiction to screen time
no explicit violence in Fortnite compared to games like grand theft auto
there appears to be very little racism very little misogyny
1, prince harry "created to addict" should be banned
2, violence in video games
violence <- video games 🚫
not easy to prove because of amount of people who play
no links
Homework
The uses and gratifications theory posits that audiences actively seek out media to satisfy specific needs and desires, rather than passively consuming content. In the context of video games, audiences find entertainment by immersing themselves in interactive experiences that provide pleasure and enjoyment. For example, playing a role-playing game like "The Witcher" allows players to escape reality, experience thrilling adventures, and engage in rich storylines, generating a sense of pleasure and satisfaction.
Additionally, video games serve as a platform for personal identity formation, allowing players to construct and express their identities through avatars and narratives that resonate with them. For instance, a player may choose to create a strong, heroic character in a fantasy game, reflecting their aspirations and values. Furthermore, video games foster social interaction, enabling players to connect with friends or strangers through multiplayer platforms, such as "Fortnite," where they collaborate and compete with others. Lastly, games can also serve as a source of information, providing players with knowledge about historical events in educational games like "Civilisation," where players learn about different civilizations and their impact on the world while engaging in strategy gameplay.
audiences
do now
1, in game shop, merchandise
2, more fans and money
3, ice spice family guys
4, trailers collaborations
5, entertainment, personal identity, information, social interaction
1, promotions collaborations and in game features / game modes
2, there is a custom made play station five downloadable mobile app
3, ice spice , ninja turtles , snoop dog, lego
4, the new map, new skins, new game modes
5, look at item shop, look at news, download the game
6, because these are different variants and game modes of the game
to engage audience Fortnite apply bright animated graphics, direct address , and it shows different maps and islands for the viewer to play. there is a link to other games which links to potential success with non Fortnite product included.
target audience
78% are male 22% female
53%10-25 in age
47% are older
42% are un employed
the un realistic violence and emphasis on construction makes it appealing to younger audience (and there parents)
ninja has over 10 million subscribers he is the most famous fortnite person
gamer celebrities turn into role models
Fortnite uses seasons - gossip and rumours are un typical for gaming
things that attract other people to fortnite
fans of marvel might also like fortnite
fans of dc
fans of ice spice
fans of ariana grende
fans of family guy
fans of snoop dog
fans of star wars
theory
active or passive audience
active audience are people who challenge ideas and respond such as tweeting or posting or even coming into school and talking to amigos about fortnite
passive audience are people who do not question it and just go along with the media of fortnite
people post online arguing with the fortnite community
decision on what to do
decisions on which items you use
epic makes unreal engine open to game developers
entertainment- you. play every game for entertainment
personal identity- you can choose your own items and skins
Friday 22 November 2024
video games: Exam preparation
do now
1, bright animated graphics, imperatives
2, more males half 10-25 half older
3, emphasis on construction as well as killing, e sports, celebrities, colborations with non gaming media
4, passive
5, personal identity
revision key
audience
industry
look back and observe the differently highlighted sectors of your work for revision the part of work highlighted in green is all about audience and the sector of red is about the gaming industry
Homework
Fortnite's popularity can be attributed to a combination of engaging gameplay, social interaction, and innovative marketing strategies. The game seamlessly blends the battle royale genre with building mechanics, allowing players to not only compete against each other but also strategise through construction. This unique gameplay appeals to a diverse audience, from casual players to competitive gamers.
One of Fortnite's standout features is its social platform aspect. Players can team up with friends across various devices, making it a shared experience. The game's vibrant graphics, regular updates, and new content—such as themed events and collaborations with popular franchises—keep the community lively and engaged. The introduction of limited-time events creates a sense of urgency that encourages players to log in frequently.
In terms of revenue generation, Fortnite's business model primarily relies on micro transactions. The game is free to play, lowering the barrier to entry, but it offers in-game purchases for skins, dances, and other cosmetic items. These purchases don't affect gameplay but allow players to customize their characters and showcase their personal style. The appeal of exclusivity drives demand, particularly for limited-time items.
Additionally, Fortnite has successfully leveraged partnerships with brands and celebrities to create a buzz. Collaborations with movies, musicians, and sports figures not only enhance the game's cultural relevance but also attract new players. Events like virtual concerts have turned Fortnite into an entertainment platform, blurring the lines between gaming and mainstream media.
Together, these elements explain Fortnite's meteoric rise in popularity and its impressive ability to monetize while keeping the player experience at the forefront.
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