Tuesday, 6 May 2014

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

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