Unit 6 - Critcal approach
30/10/19
Player/Audience
Qualitive, quantive, reliable, valid data
Audenice Profilling:
Qualitative research
Quantative research
Player/Audience:
- Audience profiling
Qualitative audience research:
- interviews
- forums
- to get detailed answers
- pod casts
- articles
- trends
Quantitative audience research:
- statistics
- questionnaires
- forums
- polls
Demographics:
- Male
- middle aged
Psycho-graphics:
The
study and classification of people according to their attitudes,
aspirations, and other psychological criteria, especially in market
research.
Bartle's taxonomy of player types: (deck of cards)
- Achievers(want to reach all the goals in a game and like challenges) = Diamonds
- Sensations, Challenge(1), Submission
- Dark souls, Portal, Beat saber,
- Explorers (they want to know the expansiveness of the game and like to discover) = Spades
- Fantasy, Narrative, Discovery(1), Submission, Sensations
- Skyrim, Fallout, Outer worlds,
- Socialises(feeling of fellowship) = Hearts
- Expression, Fellowship(1), Submission
- Vr chat, World of Warcraft, tabletop simulator, Garry's Mod
- Killers(destroying and likes to impose themselves on others) = clubs
- Challenge, submission(1), Fellowship
- Call of duty, Fortnite, league of legends
- Sensations (music, in game sounds, aesthetics)
- Fantasy (the fictional world)
- Narrative (story unfolding)
- Challenge (solving a puzzle)
- Fellowship (community)
- Discovery (secret features)
- Expression (create and build)
- Submission (escape the real world)
S.E.S (Socio-economic status):
Low S.E.S = sport&console
High S.E.S = ____ & PC
Low S.E.S = low academic achievement, poverty, poor health
Inequities are like the characteristics/differences that people have depending on there S.E.S
Girls are rejected as being identified as gamers
Boys have egos, aggression and like over sexualised content
half of the gaming population are woman
Corporate learning gamer:
games create an engaging and motivational environment
Big tech firms:
10 years ago 20% of world population had access to the internet (limited access)
Now 50% has limited access
Misinformation
Corporate learning gamer:
Schools: education and technology
games create an engaging and motivational environment
Big tech firms:
10 years ago 20% of world population had access to the internet (limited access)
Now 50% has limited access

People of low S.E.S will most likely be consumers and will mostly stay towards the easy end of the "How to play spectrum" for example they would only go up to parameter based construction, this is because stereo-typically people with low S.E.S will have bad and low paid jobs and will probably work a lot, therefore they will probably not have the time or effort to dive further into games. furthermore people with low S.E.S will most likely be console gamers, with people who play on console they won't be able to develop mods or to be a creator because they wold need a PC and would probably not have enough money for one.
However, when it comes to people with high S.E.S they will probably live in better houses, and will probably live in bigger towns or cities, they will probably have a better job and make more money this means they will have more time to dive deeper into games or have the time and money to become a creator, this is why big cities like Cambridge house a lot of major developers such as Jagex(https://www.jagex.com/en-GB/) and Frontier developments(https://www.frontier.co.uk/) because the people that live in Cambridge have a high S.E.S. most of the people who have a high S.E.S will most likely be all 3(creators, synthesizers and consumers) and have the ability to be all across the "how to play spectrum form easy to hard because of their S.E.S.
Minecraft:
With minecraft you can be a consumer where you just run around and play with your friends, you could build new things so as a consumer you would only go up to parameter based construction, however you can also be a synthesizer and create mods for the game for other people to enjoy.
Skyrim, Minecraft, Farcry 3 map editor, Staccups |
Cultural Competence:
- thoughts
- comms
- actions
- customs
- beliefs
- values
- ethnicity
- social group
- representation
We must value diversity
We must be able to create cultural assessments
We need to think about what happens when two cultures interact
We need to have institutionalised culture knowledge
We must be able to adapt to cultures
We must be aware of the relationship with other cultures
13/11/19
Negotiated - Own values and oppions are applyed to that game. Story affected by player. Story can Affect player. Works both ways. Games like -kingdom come devlince or skyrim.
Prefered - What the public will take from the game e,g Bryrocket/ Rakan (https://na.leagueoflegends.com/en/game-info/champions/Rakan/)
Ideal World - Fire emblem three houses/ Minecraft/ skyrim
Oppositional - Player Will oppise the game. Kingdom come devlince can make people be annoyed due to it being historically accuacte
Participatory - Encourage the player to level up. Clear path,limited tools, awareness of levels. Lego star wars.
Culture- needs to be accurate due to be different.
Fan culture- The following of people who enjoy and like he games and want to follow it. Merchidise
club name such as once, talk on forums in game, reddit, league of legends
Example
Name
Twice
Fan Name
Once
Purchease
Music And Merchiside
Passive Player - Acepting oppions, pay little attion, watching the game.
Detroit become human
Active Player - form oppinions, full engagement, playing the game
League of legends
Audience theory-
War of the worlds 1938 orson wells, mass media blackout
Aliens have landed at cities and started killing people
Propaganda
hypodermic needle model theory (magic bullet)
injects thoughts Triggering audience response

archeage trailer - https://www.youtube.com/watch?v=nwk-C_mh13U
semiotics
tattoos, haircuts, shirt, dress (mise en scene), you decode symbols. every cultrual activity produces a blip on the richter scale.
27/11/19
violence
causing some sort of harm
gaming certifcate - https://pegi.info/
Playing violent video games will increase aggressive behaviour.
metaanalytic review of children and young adults.
pyschological arousal and affressive thought and feelings
decrease prosocial behaviour
video games cause vilonce is unclear because there isnt enough research into it
social learning
assumes mind cannot differentiate
physichal and t.i.a.g
did not cite sources of data
voilence in video games
agrresion and violence in video is less than tv.
catharsis hypothesis
natural biologically drive that needs realese.
desire to mate prime aggression
displaced through activities sports
aggresion decreases when video gaming over time
mood management
choose media to fir current mood goal is to improve it
to release depression in real world or in video game
gamers violent long time decrease in hostile feelins and depprison
crime never collirat to video game violents
desenitiation
overt action
Sex in gaming
secially objectified characters
arousal/medinic
disgusted at content

metaanalytic review of children and young adults.
pyschological arousal and affressive thought and feelings
decrease prosocial behaviour
video games cause vilonce is unclear because there isnt enough research into it
social learning
assumes mind cannot differentiate
physichal and t.i.a.g
did not cite sources of data
voilence in video games
agrresion and violence in video is less than tv.
catharsis hypothesis
natural biologically drive that needs realese.
desire to mate prime aggression
displaced through activities sports
aggresion decreases when video gaming over time
mood management
choose media to fir current mood goal is to improve it
to release depression in real world or in video game
gamers violent long time decrease in hostile feelins and depprison
crime never collirat to video game violents
desenitiation
overt action
Sex in gaming
secially objectified characters
arousal/medinic
disgusted at content

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