Here is an example of a press release. Use this to design your own written press release for your video game creations!
Video Games
Tuesday, 6 May 2014
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.
* 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.
Homework: Compare and contrast the narrative structures and genres of the two games you have chosen for your Case studies.
Subscribe to:
Posts (Atom)