Friday 14 February 2014

unit 6 A1

presentation


unit 6 assignment 2 focus group video.

http://www.youtube.com/watch?v=HJTHQCb1Wm8&feature=youtu.be

unit 6 assignement 2 what research is better?

I think overall that qualitative and quantitative research methods are very important for a gaming industry, because they are dependent on the opinions and ratings from the audience.

Quantitative; shows the games ratings, this is important for the gaming industry because it shows how good the game is out of a certain number. Quantitative is a fast and easier. plus it shows how many people are playing the game and how many people have bought the game.


Qualitative; is questionnaires so this is very important for a gaming industry because they can read the opinions of there audience, also they can see the ages and the gender and they can see who plays it more male or female. The gaming industry will really relie on this for mostly the opinions so they can see whats good about the game, and whats bad about the game so they can see what they can do better on the next game or anything they can change on the game what the questionnaires about.

unit 6 assignemt 2 summerising the focus group

The focus Group ; My focus group played call of duty black ops 2. They all had good reactions to the game. they all seemed to enjoyed it when they was playing it. They give good opinions on the game there wasn't any negative feedback from them. They all said they would buy the game after playing it, they already knew about the game before they had played it, they said they would recommend it to a friend. they said they liked the graphics off the game, and also the zombie mode was fun to play and was abit different to other games.

From this research a typical gamer is a main streamer because the people who took part in my focus group didn't really play any other games Sept from FIFA, they all knew about the game and all hard about it before and had played the previous call of duties. they didnt play too many hours a week.

Positives 

  • They all seemed to enjoy the game. 
  • They gave good feedback about the game. 
  • They all had different views but all was positive. 
  • They wasn't biased.   
Negatives
  •  No one gave a nagative comment how it can be improved. 
  • They was all Male. 
  • Only 3 people. 
  • All the same age. 





Thursday 13 February 2014

unit 6 assignment 3

gratuitous- there for your entertainment.
informative- there for a purpose.
Desensitisation - your used to seeing violence and your used to it, your not shocked by it.

http://www.youtube.com/watch?v=8NMnnMRWJ-0

I felt abit shocked when I watched it because i wouldn't of thought that they would put something like this in a game because of the American history with terrorists and gun violence. I thinkI had the preferred reading

the effects model is a theory, a theory is someones idea, there fore a theory can be wrong. We can choose to agree or disagree. some people call the effects model the ' hypodermic needle or syringe'
the media effects your behaviour ' see it-do it'
maybe some people maybe see it and do it, young children are very known to copy.

A moral panic is part of a cycle, a scapeoat is used to blame an issue on; them people are persuaded that issue is happening everywhere; increasing the panic and never really solving the problem                                                                        


 the alternative is the opposite to effects model 

it suggests that the audience is active; they actively use media for a purpose

Entertainment
information
identity

Do you agree or disagree with the effects model? 
Children are the most common of all the be apart of the effect model because they are infulenced by many things and like to copy. This is easy to pin on children because they are young and still learning. Everyone has been effected by the media in different ways. Everyone uses the media for many different reasons some being entertainement,information and identity. So I agree. 

• Do you agree or disagree with the uses and gratifications model?
I agree with the uses and gratification model because people use it for there needs. Over the past 10 years the internet has provided so much for people. People can be closer to their idols and it can make life easier and faster to communicate with others such as Facebook,twitter and instagram. On occasion most people can abuse these things such as bullying and hacking. Most teenager might feel that they need the internet to use facebook and etc. This is only because they have grown up with it and dont know what its like to not have these things. Some of the older generation use it to find out whats going on around the world or use it for biussnes reasons.

• What are the oppositional readings of violent video games, get websites, newspaper articles and video clips to prove it? Link to the article and then explain what is says in your own words.
Perants have a negative view on violent video games, because all perants are going to worry about their children/child copying the game or getting ideas of the game.
http://www.empoweringparents.com/video-games-violence.php# 
But most perants like to blame the games on their childrens/childs behavoir because they want something to be at blame. Most of the oppositonal reading of violent games are negative because it creates a story such as;http://www.history.com/topics/columbine-high-school-shootings

• Do you think these articles of video games prove that the effects model is more than a theory, but might actually be fact?
 I agree with this because children are know to copy. Even if some children don't have a violent game if they see someone being violent they are going to see if being okay to do. But because effect model is a theory there is no hard evidence to suggest kids do these things because of games. 


• For the violent games you have picked, why do you think these people have responded in a violent way? Do you blame the game or something else? 
You can blame the game but also you can blame perants because these games all have age boundaries  So someone must of bought them the game knowing they are not old enough to play it. Or maybe game companies have to be more strict on who they sell it to. in my opinion some one has to have very low standards to copy a game in a way they create violence and cant grasp that playing a game you are just playing it.

• How do you think audiences respond to the games you listed as being positive? Do they use them for information, entertainment or education? 
Most people buy games just for the entertainment value. People respond to the games being positive because they buy the new version of the game each year. They wouldn't do it if it had a negative effect on them or others.
• Do you think there is a chance that violent video games make people violent? Is it that simple? What do you think should be done to protect people from violent video games? Should we ban them all?
Yes, there is a chance of making people violent but it depends on what type of person you are. Most people play games like GTA or Call of Duty to play with their friends or play to take the game serious like ranking up or playing missions. I think we should be more strict to the ages we sell the games to and be more strict on how we sell the games. most kids will get violent games by second hand. I don't think we should ban then because game are purely for entertainment and there is millions of pounds to made out of them.













Thursday 6 February 2014

unit 6 assignement 2


                                             


Free on Steam


         
  IMDB - IMDB rated Call of duty black ops out of 10 and it got a 8.2/10.

IGN gave Call of duty black ops a 9.3/10.





Expert reviews gave Call of duty black ops 2 4/5.

How useful are these sites and ratings. 
  
These websites and ratings are useful because if someone was looking in to buying the game they can look at the reviews say and see if the game is for them. also they are useful for the company who make the games because it makes them look good and also it will make them more money from the people who want to buy it, so they carry on making more games. 

PEGI  



"The content of this game is suitable for persons aged 18 years and over only.
It contains: Extreme violence - Violence towards defenceless people - Strong language
This game allows the player to interact with other players ONLINE"


I think overall that qualitative and quantitative research methods are very important for a gaming industry, because they are dependent on the opinions and ratings from the audience.

Quantitative; shows the games ratings, this is important for the gaming industry because it shows how good the game is out of a certain number. Quantitative is a fast and easier. plus it shows how many people are playing the game and how many people have bought the game.

Qualitative; is questionnaires so this is very important for a gaming industry because they can read the opinions of there audience, also they can see the ages and the gender and they can see who plays it more male or female. The gaming industry will really relie on this for mostly the opinions so they can see whats good about the game, and whats bad about the game so they can see what they can do better on the next game or anything they can change on the game what the questionnaires about. 



Think Box  

"Young men are traditionally perceived as a difficult bunch to reach through TV, and although they don't spend as much time with their tele as women of the same age, it undoubtedly plays a significant role in their lives." I disagree with this because being in that bracket i know that males of this age range like to spend more time watching tv or playing games. 

The gender. 

The gender is more towards male for call of duty black ops 2 because its a first person shooter. You can play online with your mates and play against people from around the world. the game lets you rank up and there is a leader bored for each game mode. Males like competition with there friends. the game also had a mode called 'zombies' this will definitely attract to males because of the films they would of seen. in the footage i will show you has guns, explosions, drones, points per kill. 
  
This is the zombie mode this will appeal to the males as well. This is because males are stereotyped in liking zombies and killing and blowing things up. Males think it manly.

Female. 
There is some females who do like to play call of duty. Here is a link from a girl playing call of duty. 
females may watch this video and want to play it because they might think if she can play call of duty and then they can.

Socio economic 
http://upload.wikimedia.org/wikipedia/commons/e/e0/Gdpercapita.PNG

This shows what countries are more financed, so this can show where the game will sell more copies. This is the best way because you get to see it in a world wide basis and it provides more information 

Psycho graphics.  

Call of duty black ops 2 is a first person shooting game. So we expect to see guns, explosions,deaths, expect it to be online, and has a good narrative. 

Mainstream

Call of duty is widely popular game is it falls under the label as mainstream. Call of duty black ops 2 was a very popular game, within 24 hours of going on sale it made over $500 million.It had remained the largest entertainment launch of all time until September 2013. Call of duty black ops 2 is like no other game out there because for its zombie mode, also black ops 2 was the first of the franchise to have future warfare. Call of duty does really target Xbox and ps3 players because that's where the most money will be made from. 

focus group questions.  
 what do you like about this game? if not why? 
how often do you play the game? 
would you tell your mates about the game? if not why? 
do you like the game modes? if not why? 
how many hours would you play the game?    

Why is a focus group important in this industry? 
Focus groups are very important for the gaming industry because the people who buy and play the game keep the industry going. So hearing the opinions and thoughts of the people who play games and more importantly the people who buy them are crucial. The audience can provide great feedback to help gaming companies to improve their games.


Typical gamers   


It comes as a surpise when this reasearch is saying women are the typical gamers with 45%. Also it says boys 17 and under are cast as the stereo typical gamer.  With actual actual fact this isnt true because they are only 19%. I can understand why people might think this because most games have a age rating of 3,5,12 and 18. Also most games out today are aimed at males such as Call Of Duty and GTA. 

Notable findings include:
  • 58% of Americans play video games;
  • 51% of U.S. households own a dedicated game console, and those that do own an average of two;
  • The average game player is 30 years old, and 36% of game players – the largest age segment – are 36 or older;
  • 43% of game players believe that computer and video games give them the most value for their money, compared to DVDs, music or going out to the movies;
  • 62% of gamers play games with others, either in-person or online; and,
  • Consumers spent nearly $21 billion on game content, hardware, and accessories in 2012.







Wednesday 5 February 2014

Unit 29 assignment 2

Beady eye - Soul Love



I will be using lyric interpretation, words on signs of the words of the song. this was inspired by Bob dylans video. There will be shots of a band playing the song with a green screen behind them. the video will be nice and slow. There will be a serious tone towards the video. This will appear to Rock n Roll fans and Indie music fans.

I would want the video to have a certain style. I want to direct it like the film drive like with the certain shots. i would want the people in the music video to