Industry and Audience in games

starter)

Passive audience – People who accept media at face value without challenging, or interpreting it in their own way. These people are likely to be affected directly by the messages

Active audience – People who challenge and interpret media, they will respond to it.

1)

Bandura believed that nearly all audience were a passive audience, and were very likely to mimic anything shown to them, as they would be directly influenced. However because this was based on an experiment he devised in 1961, the internet hadn’t existed.

The introduction of the internet made Jenkins and Shirky realise audience are far more of an active audience. The internet loosened the barriers to all forms of media and communication allowing audience to collaborate with their ideas, and passive audience were now capable in becoming an active audience.

2)

1.Investors like the video game market so much as it is an ever expanding market, and has surpassed the total revenue of both music and film combined. It is also one of the fastest growing markets ever.

2.e-sports are when people compete over games, such as first person shooters or strategy games, and competitions can be held between teams, which becomes live streamed, and becoming similar to how people compete in and watch sports.

3.Video games are no longer just accessed by physical discs or game cartridges, but can be downloaded digitally, played on console or on a phone, and recently cloud games have been introduced, so you can play a game straight from a server, removing the need to wait for downloading a game, at the expense of performance quality.

4.FPS stands for First Person shooter, and MMORPG stand for Massive Multiplayer Online Role Playing Games

3)

In case study 1, the article doesn’t necessarily blame, however heavily implies that Adam’s obsessive practice in FPS games had prepared him for committing the massacre, however other problems lied with mental health issues, lack of social interaction, lack of restraint to this violent environment, etc… This is a case of DISPROPORTION as the media is twisting the facts, as the use the game evidence as it’s headline, despite that only being a factor of the whole issue.

In case study 2, the article is directly criticising some Korean’s obsessive nature over gaming, so much so that they propose direct evidence that shows it leading to the loss life in multiple cases. It mentions how member of the Korean government propose bills to restrict hours on online gaming to prevent such incidents. This is a case of CONCERN as some people have recognised are trying to tackle this issue.

4)

Case study 1 – A boy named Adam Lanza created a hugely unhealthy mindset on military style violence, one way in which he showed this was through his obsessive gameplay on FPS games, however he also suffered from mental health problems which he refused to take medication for, that combined with other factors resulted in him massacring nearly 30 people in a school.

Case study 2 – A Korean couple were jobless and gave birth to a premature baby, causing them to lose the will to live a normal life and sink nearly all their time playing a virtual life simulator. Because of this they had neglected the 3 month old baby, leaving it to die of malnourishment. Other cases had been reported of extreme uses of the internet and games in Korea such as this one.

5)

Livingstone and Lunt believe there is a need for age rating on media so that people aren’t exposed to material inappropriate for them. There is the argument to be made that people should have the freedom to explore different types of games without restriction, however these age ratings are to help children develop properly, and not be exposed to a desensitized by certain material at a young age.

7)

Guerrilla Games developed Horizon Forbidden West, with an age rating of 16

This game was developed in the Netherlands

Horizon Forbidden West is an action role-playing game where Aloy ventures into an uncharted frontier known as the Forbidden West, a post-apocalyptic version of the Western United States to investigate a mysterious plague. This is played in a third person perspective

This game was released February 18 2022

8)

EA mobile initially developed Sims FreePlay, and later Fire Monkeys Studios, with an age rating of 12

This game was developed in America

Sims FreePlay is a strategic life simulator where the player creates families and homes, and takes them on the story they create. This is played in a third person view perspective.

This game was released December 15 2011

9)

Aloy…

Challenges dominant ideologies by creating this strong female, non-sexualised protagonist. Unlike some other game producers, Guerrilla Games did not aim to make Aloy visually appealing through the male gaze.

Reinforces dominant ideologies by

Sims characters…

challenge dominant ideologies by giving the player the freedom to create a character who challenges dominant ideologies. This means that

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