(Square Enix) Unit G322 OCR Media Studies Audiences and Institutions Research
(Rockstar Games) Unit G322 OCR Media Studies Audiences and Institutions Research
(EA GAMES) Unit G322 OCR Media Studies Audiences and Institutions Research by misssavage
(Sony) Unit G322 OCR Media Studies Audiences and Institutions Research by misssavage
(Apple) Unit G322 OCR Media Studies Audiences and Institutions Research by misssavage
(Rovio) Unit G322 OCR Media Studies Audiences and Institutions Research by misssavage
Independent Study Reader (useful theory to help with essays and aiming for A!)
http://dallasdoan.com/misc/eBooks/GameDesignEbooksColletion/VideoGameTheory.pdf
Call Of Duty: Modern Warfare 3 Advert (Tesco is working in Synergy with the game industry)
http://www.youtube.com/watch?v=6v3w39p4EmA
Telegraph Technology RSS: Search for video game articles and get revising!
http://www.telegraph.co.uk/technology/rss
Link to a very well written review. Why is CD:MW3 so popular?
http://www.telegraph.co.uk/technology/video-games/video-game-reviews/8873601/Call-of-Duty-Modern-Warfare-3-review.html
CALL OF DUTY: Case Study
http://www.scribd.com/doc/72680643
Illegal Downloads of COD
http://www.scribd.com/doc/72680777
8 Myths about Video Games
http://www.scribd.com/doc/72679928/8-Myths-About-Video-Games
Audience theory notes from lesson:
http://www.scribd.com/doc/72679573
Example essay: Media Ownership
http://www.scribd.com/doc/72680224
Discuss the ways in which media products are produced and distributed to audiences within a media area which you have studied.
See the written answer here:
http://www.scribd.com/fullscreen/15093762?access_key=key-11t5ff71t1wioooubn58
G322 videogames intro
Video Game Genres
The world of video games has fast become a multi-billion pound business, but as Chris Crawford notes "the state of computer game design is changing quickly". Computer game genres are in place to help advertisers market games effectively to their target audience. The audience will therefore have certain expectations before they buy a game based on the production, distribution and marketing of certain games.
Common Video Game Genres
(Wiki Notes)
<><><><><><><> </>
View more presentations from guest8e1604.
Timeline of Game Consoles
Farmville comes to iPhone + iPhone 4
View more presentations from emmsav.
Good news for all you Farmville fans and something you could mention if you're discussing technological convergence, distribution, consumption.
And here's new technology - the iphone 4 with now 3D-motion gaming (just like the Wii).
Videogames intro part 1
Digitisation
Digitisation - turning analogue data/media/information into a digital format.
When discussing this in regards to videogames it must be pointed out that videogames are played they have always existed digital format as they can only be experience on digital-based technologies – computers, consoles etc.
View more presentations from davewilliamharrison.
However, the format for purchasing the games has change from analogue tapes to discs and downloads.
So if digitisation comes up in the exam here is what you could talk about.
Production
Games have always be digitally produced due to the nature of the media. However, many games take information and turn it into digital format in production for example EA, who make FIFA, ‘motion capture’ athletes such as Wayne Rooney to animate their game. So they are turning physical movement into digital animation.
In GTA 4 however, they used Euphoria for the animation which didn’t require that process as it gave the skeleton of the characters realist AI (artificial intelligence) so it could react to collision etc. Whole SDK (software development kits) can be downloaded now allowing anyone to make games (see – Lima Sky, Braid etc.)
Distribution
While games are traditionally bought on a digital format – i.e. discs – most consumer still have to purchase a physical product – case, disc, etc – however, as technology as improve in delivering digital information you can now download whole games.
E.g. GTA 4 could be downloading on release for the PC via Steam. The PS3 and 360 version are now available as a download but weren’t at first release.
They could DLC – Lost and the Damned, Ballad of Gay Tony.
Games can be downloaded from the Itunes for IPhone, IPod very quickly and easily making purchasing a game an easy transaction.
Services such as GaiKai and Onlive exploit this new delivery of digital information to allow games to be stream across the net.
SO WHAT ARE THE CONSEQUENCES OF THAT? (changes, industry structure etc)
Marketing Now advertising, films, audio can all be digitised and transferred over the internet or onto phones, and shared through social network sites very easily.
HOW HAS THAT AFFECTED INSTITUIONS MARKETING STRATEGIES?
(viral, synergy, specific websites, interacting directly with the consumer)
Consumption Files, new creations, information, stories can now come in digitized form, therefore can all be created, accessed and shared easily.HOW HAS THAT EFFECTED THE WAY GAMERS CAN CONSUMER/INTERACT WITH GAMES?
(user generated content, fansites, spoof facebooks/twitter feeds, machinima, online games).
3D - Future of Videogames?
E3 the huge yearly games expo is on later this month, it's where all the big games companies showcase their upcoming titles and give us a glimpse into the near and long term future of the industry. There's several interesting article on what people expect to see there: Click here to read a really good article on the future impact of 3D gaming. And here to read the lovely Keith Stuarts assessment of it.
This would be useful if a question came up on consumption - so how does the consumer interact with the product, exhibition - how it is displayed, production - what new factors games developers have to consider and new technology - as it's new technology(!).
Contents[hide] |
Practice Exam Questions 13th January 2012 Media Exam!
Last Junes AS exam question was:
How important is technological convergence for institutions and audiences?
Here are some other example questions that we have written to help you prepare for the exam:
(Please be aware that the exam question is unseen and could relate to any aspect of a media products production, distribution or exhibitions. In the exam you will not get a choice of question)
1) To what extent is multi-platform publication beneficial to media institutions and audiences?
2) With reference to your chosen case study consider how important interactivity is to media institutions?
3) What has the impact of increased connectivity been on the media production, distribution and exhibition process?
You could practice by writing an essay plan or a timed essay answer. You should spend 45 minutes answering your chosen question. Don't forget to get your media teacher to mark your practice answer or plan.