History + industry:
Modern Industry- an industry that has grown in popularity as of recent modern times. An example would be the video gaming industry.
Large Profits- A genre that is able to gross large amounts of money over a certain period of time
Audience changes- When an audience of an genre changes to a different demographic. For example, video games went from young teens to young teens and adults
Technological changes- When a product develops in technology advances and is able to adapt snd improve overtime. An example would be the transformation from 64k to VR.
Narratives + structure- A story that is played out during the game and lays out a simple and effective plan as to how the game plays out and should be used.
Marketing + distribution- How the game is marketed and advertised and how that applies to the sales and money the game is able to accumulate over a certain period of time.
Regulation: PEGI- The Pan-European Game Information (PEGI) age rating system was established to help European parents make informed decisions on buying computer games. It was launched in spring 2003 and replaced a number of national age rating systems with one single system
Competition- When 2 games that are apart of the same genre compete for the sales and money of the same demographic. For example, FIFA and Pro Evolution Soccer
Audience Responses- How an audience responded to a game they bought. Can come in the form of forums to the producers or just the indication of if they want to buy the game again
Genre- A style or game that relates to how its made and what demographic it fits. For example, shooters, sports, open world and survival horror are all genres
Avatar- The controlled character the player uses to play the game. They play the game through their eyes and their ideals
Augmented reality- Technology that superimposes a view of the world into the users mind, changing their perspective on the world
Persistent Worlds- A video game world that continuously plays, even while the user could be away from the console and offline
Retro- Styles that are commonly seen as a time of the past and the outside the modern views of society
Theonx:
Albert Bandura- His theory states that media can implant ideas in the mind of the audience directly. The idea that audiences acquire attitudes and emotional responses and new styles of conduct through modelling and the idea that media representations of transgressive behaviour (Behaviour that goes beyond the norms of social acceptability) such as violence or physical aggression, can lead audience members to imitate those forms of behaviour
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