Tuesday, 6 May 2014

Press release

Here is an example of a press release.  Use this to design your own written press release for your video game creations!







Homework: due Tuesday 13th May

Choose one of your games and discuss who the target audience is. You should develop your answer by writing about the gamer profile, e.g. casual, hardcore. Also discuss any theories you can apply, such as two-step flow, Hypodermic Needle as well as the temperament, desensitisation and social learning theories. 

Case studies: audience

It is important for you to be able to explain who the video games’ audiences are. You will need to be able to discuss who is playing the games, why they play games and the effects that can be caused. You should be able to explain audience theories, such as uses and gratifications theory, two-step flow and the Hypodermic Needle model. You will also need to show you understand that there are good effects as well as bad, and be able to quote effects theories such as the temperament theory, desensitisation theory and social learning theory.
You will be using the same two games to present your case study.
My examples are going to be Roman Realms and Company of Heroes.

It is up to you how you present your case study. You may like to produce a mind map or written information.

Roman Realms
Company of Heroes
Who:  Hardcore gamers – males
    
Why:   Blumler and Katz’s uses and gratifications theory
    Entertainment – escape, relax
    Relationships – online multiplayer, competitions, tournaments
    Identity – members of the armed forces
    Information – learn about World War II

Effects:   Active or passive audience – likely active – Hypodermic does not apply
    Two-step flow – opinions of others, reviews may persuade them to play
 
Bad:  Temperament theory applies – violence/war
    Desensitisation theory applies – more played, less likely to effect
    Social learning theory applies – model behaviour on actions of characters

Good :  Problem solving, reflexes, reaction time, coordination, cognitive development

Your task
Choose two contrasting games.
Create a mind map / written information / other format.
Make notes on:
    WHO are the audience? Gamer profiles, ages, gender
    WHY are they playing? Uses and gratifications theory
    EFFECTS? Temperament, desensitisation, social       learning, good effects as well as bad

Thursday, 1 May 2014

Homework due 6th May

The best marketing campaigns for video games include these three ingredients:
* interesting or innovative ways to get the attention of the target audience
* use all three media platforms (magazines/billboards, tv adverts/radio adverts and web-based: website, social networking)
* get the audience involved or hooked into a story.

For games you have researched this week, or previously in lessons, find out how their marketing campaigns covered each of the 3 areas above and take key notes for your revision.


Case studies: representation

It is important for you to be able to explain how video-game advertising may represent a particular gender, e.g. male and female characters. There may be other issues such as sexuality, disability and race and how these are presented to us. You should also consider whether the representation is of stereotypical characters and thus predictable.
WHO/WHERE/HOW/WHAT is being represented?
You will be using the same two games to present your case study.
My examples are going to be Roman Realms and Company of Heroes.

It is up to you how you present your case study. You may like to produce a mind map or written information.
Roman Realms

Company of Heroes
Who:  Allies v Axis (Americans v Germans)
  Able Company of the 29th Infantry Division's 116th Infantry, or Fox   Company of the 101st Airborne Division's 506th PIR
    
What:   World War II – Battle of Normandy and Allied liberation of France
Where:   Different parts of the region of Normandy, France – represented   by particular battles
How:  Allies are good – Axis are bad – seen from Allied point of view.   Dark and gloomy as you would expect battle areas to look.   Bombed buildings, blood and warfare.
Stereotypes:  Soldiers shown to be brave as would be expected.
Misrepresentation:   Biased towards Allies. Could be misrepresentation of Axis dependent   on audience.
    Gender bias towards men – but unlikely to be women involved in   warfare in WWII.
  Possible racial issues – no ethnic minorities represented. 
    Historical accuracy may be in question.
    May be an offensive depiction of war to some people

Choose two contrasting games (these could be the same as your last 2 games)
Create a mind map / written information / other format.
Make notes on:
    WHO is being represented?
    WHERE is being represented
    WHAT is being represented?
    HOW is being represented?  
  Misrepresentation?
  Gender, sex, violence, race, disability, offensive?

Are female gamers under-represented?

What do you think?

Friday, 25 April 2014

Video games and violent behaviour

Watch these two clips about the debate surrounding video games and violence - where do you stand on the debate? How do these ideas link to our audience theories?

Case studies: Narrative and Genre

It is important for you to be able to explain how narrative theories and genre conventions can be applied to video games.
You should pick two contrasting games, i.e. puzzle and first-person shooter, and stick with these choices for all the case studies.
My examples are going to be Roman Realms and Company of Heroes.

It is up to you how you present your case study. You may like to produce a mind map or written information.

Roman Realms - mind map example


Company of Heroes - fact file example
Game Name:   Company of Heroes
Genre:   Real time – Strategy
Narrative Theory:
  Todorov – can apply all five stages 
  Propp – Hero (Allies), Villain (Axis)
Gameplay:  Single player / multiplayer online. Take control of   map points; collect resources such as manpower,   munitions and fuel. Objective to complete mission.   Player in   control of narrative.
Storyline:   Set during WWII, command of two military units –   Battle of Normandy
Platform:   Windows PC / Mac OS X

Your task:
Choose two contrasting games.
Create a mind map / written information / other format.
Make notes on:
    Genre
    Narrative theories (Todorov/Propp)
    Platform
    Storyline
    Gameplay

Homework: Compare and contrast the narrative structures and genres of the two games you have chosen for your Case studies.