c1 gaming

                                                                                                           wednesday, 18th of september 2024

do now

1)google , blogger , sign in 

2)media industries

3)see the slide

4)tv ,radio ,film ,video games, advertisement

5)cinema phone 

                                       video games 


Lo. history of video games
  
decade          game                              features
1970. space invaders                    
1980  pac man                            a missing slice of pizza inspired namco to make pacman                            
1990. sonic                               sega releases sonic the hedgehog 
2000                                 
2010                                

                                          uses & gratification theory  

  • Personal Identify
  • Information
  • Entertainment
  • Social interaction.
baseline test 
explain why audiences play video games ?
the audience play video games because it provides social interaction, blumler and Katz stated this appealed to audiences. certain games can provide the audience like online games , forza horizon, Minecraft ,call of duty and many more , social interaction is very important because you can make friends , entertainment and joy to the user which may make the audience feel more happy and may enjoy the game more . entertainment pleasures the user by making a funny game , playing a game you enjoy these are beneficial for you to enjoy the game so if the user finds the game enjoyable and funny they may appeal to it more . personal identity provides the user to construct there character and make their own identity through the game.



18/9- Brilliant start to the answer here. T: 2 Add a little more detail for each one of the PIES as to why the games appeal to the audience.








do now

1. pies 
2.personal identity
3.information
4.entertainment
5.social interaction

1. steam , epic games launcher, microsoft
2.easy to put in your pocket and its portable to go anywhere
3.
4.by adding add ons
5.virtual reality

augmented reality-a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.

gen z and gen alpha have 77% 



                                                           case study : fortnite

lo to research the case study of fortnite

1.donald mustard and epic games
2.since 2017
3.31billion 
4.lego, rocket league , fall guys
5.last to survive wins 
6.shooting 
7.tiktok 
8. platform merging , internet
9. giving money , famous people play it  
10.

epic games
epic games started by tim sweeney in 1991 and was origanaly run from his parents houuse


                                                                                          Wednesday 2nd of October 2024


do now

1. epic games
2. 1991
3.survival/action
4.personal identity information entertainment social interaction
5.mixed reality



                                                   exploring context

to explore the context of video games. 



prince harry-the main points in thee video are ,prince harry wants to ban fortnite because he said that its making children addicted to it and is irresponsable. on nbc news it states that on the world health disorder there is a official disorder addicted to gaming. i think that prince harry is wrong on his opinion because the game is designed for fun with your mates and is usually easy to come off the game but prince harry is making it out that your stuck on the game forever , so i think he shouldn't go as far to say it should be banned. i also don't think there should be a gaming disorder because gaming can be a hobby and free your boredom. 

healthcare triage- in thee video "the healthcare triage " the man says that there is no link between violence and video games but it does affect your thoughts , there was a test between 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme, or a violent game in which they played as a ‘‘bad guy.’’ Results indicated that randomized video game play had no effect on aggressive behavior; some studies show that playing more video games cause less negative behavior and less depression,  feelings and decreased depression following the frustration task. the results that have been shown do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management. i do agree with this because it doesnt cause any angry and negative behavior but you can interpret from playing to much games you may get some bad thoughts but nothing else. 

media insider-Albert Bandura carried out an experiment called the bobo doll experiment, the experiment involved 66 children age 3 - 6 there was 33 boys and 33 girls  they got divided up into two groups the first group watch a video that showing adults punching and abusing a bobo doll then they get placed in a room with a bobo doll in it , albert bandura surveys the children and sees how they act , half of them copy exactly what the video did and the other half who didn't see the video played nicely. i think that the children got influenced and copied the violent behavior ,  we can predict that the children got influenced by media, adults and what they've seen so thats why they weere violent. 




































Comments

  1. 18/9- Brilliant start to the answer here. T: 2 Add a little more detail for each one of the PIES as to why the games appeal to the audience.

    ReplyDelete

Post a Comment

Popular posts from this blog