Tuesday, 8 January 2019

VIDEO GAMES

COMPONENT 1, SECTION B 


HETEROSEXUAL MALE AUDIENCE
NOTHING TARGETED TOWARDS WOMEN
INNUENDOS ASSUME THE AUDIENCE WILL BE OLD ENOUGH TO UNDERSTAND
ASSUMES WOMEN DON'T WANT TO PLAY VIDEO GAMES
DISTRACTION/HOBBY
WHAT IS A VIDEO GAME?
  • require a console
  • target a core/niche audience
  • interactive
  • typically played by younger audience
  • much more complicated narratives
  • faced with many problems (disequilibrium)
  • often an online component
  • much higher RRP
  • significantly longer length
The assumption that if you play too many video games you will become violent is an example of the hypodermic needle model.

THE HISTORY OF VIDEO GAMES
  • first game - 1962, Space War, developed in USA, experiment, simulator 
  • in 1962 computers were huge, made them impractical, only in labs 
  • Space Invaders - 1979, Japanese, developed by Taito, arcade game, extremely popular, technology still didn't allow to play video games at home
  • American arcade boom - Atari and Nintendo began creating games, centipede in full colour
  • Micros in Uk - micro computers, bedroom coding, video games becoming more affordable at home
  • huge amount of genres - people making them up as they made them at home (typically teenage boys)
  • video game crash - 1980's, Atari buried millions of E.T. video games in landfill to get rid of them
  • Japanese imports - Dragon Quest, role-play game
  • Japanese console boom - 1986, SuperMario Bros, NES console, most successful video game ever made, marketing specifically towards kids, sound effects
  • Street Fighter - 1991, very popular in arcades, female character that became popular
  • Sony Playstation 1 - 1994, interesting marketing technique, uses reverse psychology, satire, makes fun of idea that video games make you stupid
  • indie games - made by small development teams, cheap
  • AAA game (major games) - takes thousands of people to make
  • controversies surrounding representation and production methods - exploitation and 'male gaze'
  • digital distribution - downloads
SPECIALISED INDUSTRY (POSSIBLY THE MOST SPECIALISED)

ASSASSINS CREED 3 - LIBERATION
  • published by Ubisoft in 2012 for Playstation Vita 
  • 2 years later it was HD re-released for Playstation 3 and Xbox 360
Trailer


How does this trailer target a specialised and a generalised audience?


  • black, female protagonist/ avatar - subverts the expectation that the target for video games in young heterosexual males
  • "new missions" - appealing to audience that have already played the game, spend more money, 'double-dipping'
  • re-released on more popular consoles - gives more people access to it, originally didn't sell very well on PS Vita, multi-platform release, mass audience
  • tackles big ideological issues about race, slavery and colonialism - pushes boundaries, increases word of mouth sales
  • intertextual reference to Django Unchained (2012) - cult film, slavery in antebellum America
  • high quality animation, graphics, soundtrack, locations - has high production values
  • shares conventions of high budget Hollywood film - non-diegetic voiceover/narration, lots of action and proairetic codes, orchestral soundtrack connotes high quality
  • all games have similar iconography and themes - creates recognisable brand image, know it will make money
The sales for Assassins Creed 3 Liberation did not meet the expectations, therefore, it was re-released.
The story was criticised, and only got average reviews.
It is going to be re-released a second time as it is an easy way to make money. 
600,000 copies sold on PS Vita, underperformed. 

REGULATION - PEGI

Pan European Game Information
Ages range from 3-18
Don't refer to the level of difficulty 
It is legal for someone under the age of 18 to buy a PEGI 18
Advisory classification system
The regulation of video games has never been effective 

PROMOTION


Within my research i noticed that there is a very specific iconography presented within all of the promotional materials.

It's really hard to differentiate between the different games and the franchise. One of the criticisms of the franchise - It's  oversaturated. All of the games are very similar and not that distinguishable

There are certain items of merch that will only appeal to a niche audience (e.g. assassins creed backpack)

AUDIENCE THEORIES - FANDOM - HENRY JENKINS

What happens when you play too many video games?
  • your attitude and opinions change
  • you become stupid
  • lose out on social interaction - becoming anti social


HYPERDERMIC NEEDLE MODEL - AUDIENCE IS PASSIVE - ASSUMES AUDIENCE IS MINDLESS - NEGATIVE THEORY. 

Video games are universally violent and violence is presented as the only way of solving things.  CULTIVATION THEORY - GEORGE GERBNER   

MORAL PANIC  an event is over exaggerated to create fear within the public

If we see violence over and over again we become desensitised to it

preferred - violence is acceptable, binary opposition between good and evil (simplified world), women are just as able as men, anti-slavery
negotiated - agree with anti-slavery message, but don't agree with violence and find it boring
oppositional - violence shouldn't be used to solve problems

LORE  the story behind video games, story lines that are not apparent 

The Silver Case - how is it atypical?
  • mostly narrative
  • intertextual reference to Pokemon 
  • lack of structure and gameplay - argument that it's not even a videogame
  • no continuity 
  • sound effects criticised but not taken off - don' care about audience
  • excessive strong language  
CLAY SHIRKY
END OF AUDIENCE THEORY


  • audiences are no longer passive
  • we interact with producers and media products
  • we are part of the marketing/product

Death Stranding (unreleased)

No release date
His games often break the rules - eccentric 
Kojima Productions

https://www.youtube.com/watch?v=8QyElGLGrn0


  • he is creating an audience 
  • intentionally weird iconography lacks genre conventions 
  • many invitations for active audiences to create 'fan theories'
  • however, this can be disappointing for audiences do not get what they expect
  • famous Hollywood actors, high production values
  • Sony funded means extremely expensive and likely to fail, in exchange for exclusivity 
  • Immersive array of shot types, audience positioned directly with players, single take is exceptionally hard to achieve in film, made possible with CG
  • audience doesn't understand what is going on, have to go onto the internet to discuss 









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