Here is an example of a press release. Use this to design your own written press release for your video game creations!
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.
Tuesday, 1 April 2014
Web vocab
Revise your web media vocab by playing these games!
Tuesday, 25 March 2014
Analysing print adverts
Watch this video clip and take notes about the key factors to consider when analysing print adverts...
Now find another example from your homework or online and analyse the impact, using the headings below:
Now find another example from your homework or online and analyse the impact, using the headings below:
• Layout
• Use of colours
• Text
• Images
– how are they positioned, camera angles and framing
• Lighting
• Mise en scene
• Representation - age, gender, race, class, ethnicity?
• Target audience - who are they? How are they targeted?
• Institution - who published the game?
Friday, 14 March 2014
Theories of narrative and character
Tsyvetan
Todorov
says that there are five
stages
to every narrative (story):
•Stage
1 –
The Equilibrium –
Life is just as usual
•Stage
2 – The
Disruption –
A problem happens
•Stage
3 –
The Recognition –
Think about how to resolve the problem
•Stage
4 – The
Repair –
Go
ahead and resolve the problem
•Stage
5 –
The Restoration–
Life
returns to normal
Vladimir
Propp says the same types of character appear in all stories:
•The Hero –
This
is the main character whom the audience will recognise as the key person in the
story. This character is usually good.
•The Helper –
The
main character usually has a companion who helps the main character, gives
advice and supports the main character in the story.
•The Villain –
This
character is the opposite to the Hero and is there to create the disruption
(Todorov) in the story. This character is usually bad.
•The False Hero –
This
character pretends to support the main character in the story, and generally
the audience will know this. However, the main character does not. Could also
be the Villain.
•The Donor –
This
character is similar to the role the Helper plays in a story. The character
will give the main character something which helps him repair (Todorov) the
problem in the story.
•The Dispatcher – This
character could be the Princess’ Father (setting the Hero a task) or even a
False Hero (sending the Hero on a wild goose chase
•The Princess –
This
character can be the reward for the Hero (see Princess’ Father) or the person
whom the Hero and False Hero
are in competition for.
•The Princess' Father –
This character could be a combination of characters depending on the story
being told. Generally this character will set a task for the Hero, with the
reward being the Princess. But they could also be the Villain if they didn’t want to give the reward.
Choose a video game of your choice to apply these theories to...
Choose a video game of your choice to apply these theories to...
Thursday, 13 March 2014
Video game genres
Ø FPS (First-Person Shooter) - game interaction is by first-person perspective, armed with a weapon. E.g. Battlefield, Call of Duty, Medal of Honor.
Ø RPG
(Role-Playing Game) - the player takes on the role of a character in a fictional story and has actions to complete in order to pass or fail the game. E.g. Final Fantasy series, Fallout series, Dungeons and Dragons.
- Sub-genre of RPG - MMORPG (Massively Multiplayer Online Roe-Playing Games) - players interact online in a common world with real players as well as non-player characters (NPCs).
- Sub-genre of RPG - MMORPG (Massively Multiplayer Online Roe-Playing Games) - players interact online in a common world with real players as well as non-player characters (NPCs).
Ø Simulation - the player is in control of 'real-time' simulation of 'real' activities - i.e. building a city,m flying and aeroplane. E.g. The Sims, Flight Simulator, SimCity, Rollercoaster Tycoon, Theme Park, Railroad Tycoon, The Simpsons games.
Ø Strategy - the player uses logic, skill and decisions to complete a game to its end. E.g. Civilisation, Age of Empires, Diplomacy.
Ø Racing - very similar to simulation-type game, the player may be driving a racing car and entering competitions. E.g. F1, Nascar, Need for Speed.
Ø Puzzle - the player has to interact with a puzzle to find a solution. E.g. Tetris, Bejeweled, Mahjongg, Solitaire.
Ø Platform - involves controlling a character which has to perhaps jump or run between platforms, avoiding obstacles while following a pathway to meet an objective. E.g. Sonic, Super Mario, Rayman, Little Big Planet, Crash Bandicoot.
Ø Sports - can be similar to simulation games, in that the player will control a player or team involved in various sports. E.g. FIFA, Championship Manager, Pro Evolution Soccer, The Ashes, Grand Slam Tennis.
Ø Trivia - usually involves knowing facts and having knowledge on a particular topic. May be competing against other people or just the computer. E.g. SongPop, Who Wants to be a Millionare?, Logo Quiz.
Ø Rhythm/Exercise - games where the player can actually physically interact with action - they can play virtual sports, dance and get fit. E.g. Wii Sports, Wii Fit, Dance Central.
Ø Music - allows the player to interact with a controller in the form of a musical instrument which simulates the actual instrument, and play along with songs. E.g. Rock Band, Guitar Hero, Just Dance, SingStar.
Ø Education - the player will be able to learn by interacting with various types of game. These could be school subjects or language courses. E.g. Big Brain Academy, Cooking Mama.
Make your own games...
Follow this link to have a go at making your own games...
Imagine that you were going to launch this game on the market and prepare a 45 second pitch, explaining:
* Who you are - what is your company name?
* The game genre and why you have chosen it
* Who your target audience would be...
* The gameplay (how to play)
* The institution that would launch your game and why...
Tuesday, 4 March 2014
Richard Dyer's star theory
Richard Dyer’s
theory proposes that:
Ø Celebrities
are constructed and artificial
Ø They
are constructed by the music industry – why?
Ø X Factor is
a great example of how a celebrity can be constructed.
Ø Can
you name any other programmes which develop celebrities?
Another
way for a celebrity to generate income is to endorse a video game.
They can lead to a successful franchise, e.g. Tiger Woods PGA Tour, which
has been released every year since 1998.
OR
They can fail completely, e.g. David Beckham Soccer which was released in 2001. Rage, the developer and publisher, signed Beckham on a three-year contract for a vast amount of money. However, being up against Pro Evolution Soccer and FIFA was suicide. The game received awful reviews, it bombed and Rage spiralled into debt and eventually went bankrupt.
Failed Celebrity Endorsements
Pokémon – One Direction
Pokémon Black and Pokémon White were the second main-series games to hit the Nintendo DS and brought a lot of innovations to the well-established series. Sadly, the inclusion of Simon Cowell’s collection of teen heartbreakers One Direction in the advertising campaign was not one that existing fans of the series would have wanted. Pokémon is a well-structured RPG game packaged as a kids’ game. As a result, it can be played very simply by youngsters who are fans of the TV series, but can also offer a more in-depth gaming experience for older gamers. It is the latter of these two groups who will always come under scrutiny for playing this ‘kids’ game’ and these adverts will do nothing to help them. Before seeing these ads they were never ashamed to admit they were still a Pokémon player. That has now changed.
Take
a look at this website:
It
features what T3 consider to be the worst celebrity-endorsed games ever.
Choose
two of the games and decide whether you agree with T3 and why.
Another way for celebrities to make money is to have their songs included on this type of game.
Some
bands even have their own dedicated editions!
Metallica
Van
Halen
The
Beatles
AC/DC
Why
do people like to play this type of game?
Who would you choose for a new game in this style?
Put
together a pitch for your celebrity-endorsed video game.
You
will then pitch to a partner and they will give your idea a rating out of 10.
Tuesday, 25 February 2014
Analysing trailers
Trailers aim to build up audience expectation and interest to add to the hype surrounding the video game. Watch the trailers below and build up a detailed analysis, following these questions:
* Which genre is this game? (Role play, adventure, puzzle, racing, rhythm/exercise, 1st person shooter).
* What camera shots are used? Think about movement, angle and distance. What effect does this create?
* How is sound used? Diegetic sound = sound created in the scene. Non-diegetic sound = sound laid on top in post-production. What effect does the choice of sound create?
* How does the editing change to suit the pace of the action?
* How is colour used? Think about lighting and the overall colours used - for what effect?
Now choose one of the games and research the print (magazine/billboards), broadcast (tv adverts, celebrity endorsement) and web based (social networking, website) for the game.
Who is their audience?
How have they targeted their audience? (Why would they want to purchase and play the game?)
How have they created their 'brand'?
Which gaming institution makes the game?
* Which genre is this game? (Role play, adventure, puzzle, racing, rhythm/exercise, 1st person shooter).
* What camera shots are used? Think about movement, angle and distance. What effect does this create?
* How is sound used? Diegetic sound = sound created in the scene. Non-diegetic sound = sound laid on top in post-production. What effect does the choice of sound create?
* How does the editing change to suit the pace of the action?
* How is colour used? Think about lighting and the overall colours used - for what effect?
Now choose one of the games and research the print (magazine/billboards), broadcast (tv adverts, celebrity endorsement) and web based (social networking, website) for the game.
Who is their audience?
How have they targeted their audience? (Why would they want to purchase and play the game?)
How have they created their 'brand'?
Which gaming institution makes the game?
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