Video Games
History and Industry:
- Modern Industry: An industry which includes technology
- Large Profits: Can be an industry which makes a large amount of money
- Audience Changes: This is when the audiences standards are higher due to the improvements in the technology
- Technological Changes: Advanced technology which allows a wider variety in games
- Narrative & Structure: The story that the game tells
- Franchises & Spinoffs: The same company but makes more than one version of the game
- Marketing & Distribution: Its the process of making a product or service available for the consumer or business user
- Regulation: PEGI
- Audience responses (feedback, influence or content ): The audiences opinion on the game which can lead to different actions
- Inter Textuality: References to another media text e.g. film
- Audience Appeal: How the product interests its audience
- Avatar: The character that you are playing as
- Retro: Is also known as Old Gaming and is based upon systems that are discontinued
- Augmented Reality: When its computer generated content is overlaid on a real world environment
- Persistent Worlds: Is a virtual world which is described by Richard Bartle " continues to exist and develop internally even when there are no people interacting with it"
- Marketing: The action or business of promoting and selling product or services, including market research and advertising
- Gender
- Age
- Ethnicity
- Competition
Genres e.g
- Platform
- Sport
- Action
- Text
- Adventure
- Simulation
- Combat
- Strategy
- MMPORG / CRPG
- NPG
- SCI-FI
- Fantasy
- Survival Horror
- Puzzle
- FPS
- Exercise
- Racing
- Lifestyle
Theory
Media effects: A theory that relates to how the story is published in the media influenced or amplified by current trends
Bandnura: What you see in the media is what you become
Behaviour: The way you act in result of the game
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