C1 Gaming

 Audiences                                                                                           Wednesday 6 November 2024

l/o: to explore the appeal of video games and how industry targets different audiences 

1. the main page has the animations that are in the game with minimal writing , leading you to the item shop where you can buy the animations they are showing in the image , its very appealing through the use of bright colours and imperatives 

2. there are many products featured just on the main page , everything that you are able buy in game is also in the item shop . 

3.the most recent collaborations is with snoopy dog being converted into an animation 

who are the audience 

78% are male, 22% are female , 53% are 10-25 and 42% are in full time employment 

how does Fortnite target them ? 

the unrealistic violence and cartoon-style graphics and emphasis on construction as much as killing , make it appealing to a younger audience 

the rise of eSports stars like Ninja , who has over 10 million subscribers on youtube 

the use of non-traditional gamer celebrities such as rappers and NBA athletes widen the audience they appeal to 

Fortnite uses the idea of season to make the audience excited for upcoming drama and events  

Do now                                                                                           Wednesday 13th November 2024

1. through in game purchase's, merchandise, ads in game , gift cards 

2. when Fortnite works with well known famous person that is popular to their target audience , creating things to make their audience play more Fortnite 

3. because they continue to update it , making it more new and exciting every time they play 

4. Personal identity, information, entertainment and social interaction 

5.  Unreal engine

Different audience groups 

movie watchers , the walking dead , marvel , ghostbusters , aimed at teenagers ,more fantasy and violence 

music listeners , Snoop dog , Ariana grande the older teens and young adults no violence but could have violent subjects in their songs and are extremely popular 

comic readers , dc comics any age but has some violence and can be easy to understand 

rick and Morty , the teen and older audience, comedic dark subjects 

lego, the younger audience , simple animations already existing characters and no violence 

active audience : engages with media messages by interpreting, evaluating and responding to them 

passive audience : An audience that accepts ,media messages without question and is more likely to be directly affected by them  for example movies 

Fortnite , is an active audience because : 

the location , the type of guns , work with others , build , design in creative , Create games via unreal engine 

Theory no.2 , uses& gratification 

Fortnite - along with many video games , could relate to the ' escapism' and 'catharses' ( entertainment )

However, the collaborative nature of the game play could also provide social interaction 

The use of gamer and non-gamer celebrities could also relate to the search for role-models that contribute to personal identity

Video games target the audience through synergy , they achieve this by having multiple different collaboration that appeal to different age groups , interests and gender . In Fortnite they use collaboration to make the game more new and fun , while also appealing to a much wider audience if they just appealed to the stereotypical teenage boy. They transfer the existing audience of a movie, singer and toy into their game by transferring the main focus of the platform into Fortnite. this then brings their audience into playing the game and can also be an excellent source of revenue. For example collaborating with Ariana Grande they are appealing with the teen and young adult female audience on the contrary with the synergy of Lego they simplicised Fortnite so they can call to an younger audience.  This then connects with the uses and gratification theory of identity  by allowing the audience to express their outside interests into Fortnite , this will most likely lead the audience to play longer and spend more money when protesting objects that allow for their self expression to adapt and grow. 

As another example in Fortnite they have a vast amount of ways to engage their community. in the video game s their is multiple ways the active audience can be creative for example with the large variety of guns , materials , designing in creative, and building possibilities. Including the consistent updates which allows the game to feel fresh and more intriguing. This use of creativity ties in with the uses and gratification. theory specifically the entertainment aspect as it allows the audience to continue to adapt and change as they enjoy the game in a more creative way. This scratches the community's need to build and be creative 

 


 14/11- Excellent. T 4 try to cover one of the other areas of appeal.

Do now                                                                          Wednesday 20th November 2024 

1. an active audience is when they evaluates media messages and responds to them 

2. a passive audience is when they accepts the media message 

3. what people do to media , personal identity, information , entertainment and social interaction

4.synergy, frequent updates 

5. unreal engine


Video games: Exam preparation 

l/o: to explore the possible exam question for video games 


publisher 

 EPIC GAMES publishes Fortnite 

age rating 

12 is the age rating for Fortnite regulated by Pegi , this is because the characters and violence is animated in a cartoon way , if it had a more realistic effect it could have a higher rating 

whats has made I popular, how has technological development helped ? 

because of its synergy, frequent updates and because of the discovery of internet and video games , its became a popular 

how is the game funded and why is it so successful 

the game is funded thought in game purchases merchandise and synergy 

who the game targets 

males aged 12-25 but its has a vast group of people who play and enjoy Fortnite , this is because of the mass amount of collaborations ,including Ariana grande for the female audience , marvel for the teen male audience and snoop dog for the older male audience , this allows for all kinds of people wanting to play Fortnite 

what different elements of the game make it appealing to audiences

synergy , frequent updates

uses and gratification theory to explain what audiences get from playing the game 

pies , personal identity , info , education and social interaction 

Video games use multiple technological ways to target their audience by using synergy , convergence and collaborations . 

For example Fortnite ...    

This intrigues their audience because .. 




 




1 comment:

  1. 14/11- Excellent. T 4 try to cover one of the other areas of appeal.

    ReplyDelete