The target audiences for video games change because of the historical and economic contexts in which they are produced.
To what extent does an analysis of the Close Study Products Tomb Raider: Anniversary and The Sims FreePlay support this statement?
[25 marks]
Plan:
- Target Audience
- — Tomb Raider — Young heterosexual men
- — Sims FreePlay — Women aged 18-40
- How do they appeal to this target audience?
- — Tomb Raider — sexualised main charter: Lara Croft. Adventure style game. Physical – action game
- — Sims FreePlay — appeals to maternal instincts. taking care of, nurturing characters. Tedious tasks. Gives them full control over the world – women may play it in an attempt to get back control – which they lack in their own lives. Wide range of skin tones. outfits. hair types. potentially more left-wing – modern than previous games due to how much control is given to the game player in creating their world. Straight, bi, gay, trans are all possible.
Media effects theories argue that the media has the power to shape the audience’s box thoughts and behaviour.
How valid do you find the claims made by effects theories?
- Fairly valid
You should refer to two of the Close Study Products (Tomb Raider Anniversary, Metroid: Prime 2 Echoes, Sims Freeplay) in your answer.
[25 marks]