Video games: Task 2

  1. Why, according to the news report do investors like the video games industry so much? 

investors like the video game industry so much because the constant increase that this entertainment industry has had over the years, has earned it a great deal of ground in the financial market as an option with a positive projection. 

  1. What is e-sports? 

e sports are a multiplayer video game played competitively for spectators, typically by professional gamers. 

  1. How is new digital media technology changing the way that video games are accessed by consumers? 

From 2016 to now, the global mobile app gaming market grew more than any other gaming type with an expected value of $72.3 billion in 20201. Mobiles and tablets have influenced the structure of many industries, from retail to hospitality, and gaming technology is no different. 50% of gaming will be conducted on mobile and tablet devices1, but with so many people able to play from the comfort of their own home. 

  1. What does FPS and MMORP stand for? 

FPS= frames per second 

MMORP= massively multiplayer online role-playing game 

Video games: Task 1

With one difference being between their views on active and passive audiences. 

Bandura created the ‘Media Effects’ theory which focuses on the idea that the media can directly ‘implant’ ideas into the mind of audiences. He also believed that audiences acquire attitudes, emotional responses and new styles of conduct through modelling.   

Shirky and Jenkins argued that audience behaviour has progressed from the passive consumption of media texts to a much more interactive experience with the products and each other. 

TASK 2 – video games

1)Why, according to the news report do investors like the Video Games Industry so much? 

Investors are highly interested in the video game industry due to its strong market performance and significant growth potential. The industry has a large and dedicated consumer base, making it an attractive investment opportunity.

2) What are E sports? 

It is a competitive video game tournament where pro players and teams play out different sports.

3) How is new digital media technology changing the way that video games are accessed by consumers? 

Digital media tech is changing how we access games. Downloading, streaming, and VR making gaming more accessible and immersive.

4) What does FPS and MMORP stand for? 

FPS = First person shooter

MMOPR = Massively Multiplayer Online Role

Video Games Task 5

Livingstone and Lunt’s theory states that regulation (the setting of rules) of media products is becoming increasingly difficult to do. Those in charge of regulating the media (PEGI, BBFC etc) have to work not only in the best interest of the general public (by ensuring safety and protection from harmful media) but also in the best interest of consumers (ensuring choice, value for money etc). Difficulties are caused by two main factors – the powerful status of corporations releasing products and technology constantly growing.

In the UK, the Video Standards Council issue PEGI (Pan-European Game Information) ratings for video games. Games are assigned one of 5 ratings; 3, 7, 12, 16 or 18. Physical copies of the games cannot be sold to anyone under this age, as the ratings are legally enforceable. However, with the decline in physical media sales and rise of technology, it has never been easier for children to access games not appropriate for their age group, as all they need to do is go onto a digital retailer (e.g. PlayStation or Xbox Store) on their consoles and buy the game from there, without needing to provide any form of ID.

Video Games Task 3/4

Case Study – https://www.dailymail.co.uk/news/article-2516427/Sandy-Hook-shooter-Adam-Lanza-83k-online-kills-massacre.html

Concern – We can see concern in the headline, where it emphasises the number of kills that Lanza got, and refers to the games he played as “violent” and that they were a method of “training” for his murders.

Hostility – When using a picture of Lanza, The Daily Mail comments on his weight and how he was not on medication at the time. They accompany this with an image of three FPS games claimed to be in his possession, further driving the idea that video games were semi responsible for the killings.

Consensus – The agreement that the newspaper comes to is that Lanza’s mum allowing him to play “violent” video games such as Call of Duty factored into him becoming a killer.

Disproportion – The statistics used here are intended to shock readers, due to the seemingly high amount of time spent and kills achieved on ‘Combat Arms’. However, it may be argued that E-Sports competitors would spend similar amounts of time on video games, and that doesn’t instantly determine that they too will go out and murder people.

Volatility – The comments on the article seem to suggest that at the time, the press was commonly trying to link violent video games to the behaviour of murderers, which audiences challenged.