Thursday, January 23, 2020

Video Games

Video Game

  • Is a media product with an interactive or ludic element
    • Ludic: Latin for 'i play'
  • They are more interactive than other media industries
  • It is the broadest industry and has a lot of genres
  • There is an assumption that videogames do not have anchorage and a deeper ideology
  • There is more competition in videogames than other media products such as tournaments
  • Substantially higher RRP (Recommended Retail Price), cost a lot more than other media products.
  • Games are developed for specific hardware
  • Videogames target a specific audience, a dedicated, niche, enthusiastic, core audience.
  • Videogames are an extremely specialised industry
  • Dichotomy: 2 things that contradict each other, binary/diametric opposition
    • The videogame industry is nerdy and niche, however the industry is large and profitable
Fans
  • Fandom is not the same as audience
    • Fanfiction
    • Merch
      • lunch boxes
      • hoodies
      • t-shirt
    • Gives us social interaction and makes life more interesting
    • Pony's Creed Sisterhoof
      • is a great example
  • 'the death of the author'
    • Clay Shirky
    • 'End of audience' theory
    • Audiences are no longer passive: they interact with media products in an increasingly complex variety of ways
    • Suggests that the audience is the producer
    • However this theory is very untrue, it is not entirely convincing, 
    • Criticise this theory



Steve Neale
  • Cover art for Assassin's Creed is repeated over and over again because it sells, all the same genre

Assassins Creed III: Liberation

  • Published by Ubisoft in 2012 for the PlayStation Vita
    • With a subsequent HD re-release for Playstation 3 and Xbox 360
  • Trans-national creation as it was developed in Bulgaria, Canada and Italy
  • Videogames are extremely expensive to make so they need to sell thousands
  • Assassin Creed III: Liberation was too big to fail
  • Has a clear and communicatcble story that has an understandable narrative
  • The number of sales didn't live up to expectations
  • A Sequel and a spin-off
  • Wasn't a typical PSVita game
    • A hand-held system means you feel more imersive in the system, however
    • It was re-released on the Xbox 360 and the PS3 
    • Consumers in the west tend to prefer home consoles instead of consoles on the go and that why the PSvita was more popular in Japan
  • Assassins Creed's III sold 3 million copies, however Liberation sold 600,000
  • Avatar is the technical term for a character you play as in the videogame
  • The life bar, map and weapons selector is known as the HUD (heads up display)
  • Ludo-narrative dissonance, the gameplay elements get in the way of the story elements
  • Trailer:
    • High-production value suggests it was made by a major company
    • Main protagonist is a mixed race black woman
      • Potentially this game is trying to aim towards a mixed race women (A unique selling point)
    • Targeted a mass audience as if it was a movie
      • Uses black fade
      • Slow-motion
    • There is no gameplay, parts of a videogame that is interactive
    • Only cutscene footage
    • The trailer is a link to Sony's distribution Service
    • The trailer has a clear and easy identifiable narrative
    • A story of a former slave who fights back, such as Django Unchained (Intertextuality)
    • Over the top action and violence, makes it looks like the production value is high
    • Set in Louisiana
    • Offers the audience the pleasure/gratification of escapism
    • Touches upon Slavery, can create a controversial topic
    • Excellent example of digital convergence. videogame advertised on youtube that acts like a movie trailer 
    • Didn't include the sci-fi elements of the game so that the producer could target a larger audience
  • David Hesmondhalgh: The Media Industries
    • Horizontal and Vertical integration
    • Monopolisation
  • Curran and Seaton: Profit and Power
    • The media is controlled by a small number of companies primarily driven by the profit and power
    • Media concentration limits variety, creativity and quality
    • More socially diverse patterns of ownership can create more varied and adventurous media productions
Death Stranding (2019)
  • Death Stranding x Rick & Morty
  • Unconventional 
  • Subversive
  • Mysterious
  • Hermeneutic
  • Leaves a lot of question



  • Livingstone and Hunt: Regulation

    • BBFC
    • Due to the digital technologies, the regulation of all media industries are widely ineffective
    • The increasing power of global media corporations, together with the rise of convergent media technologies and transformations in the production, distribution and marketing of digital media, have placed traditional approaches to media regulation and risk.
    • PEGI is the company that regulates videogames
Image result for PEGI
  • PEGI
    • PEGI replaced ELSPA
    • In 1982, a game called Custor's Revenege was uploaded to Atari. It involves raping a tied up native American woman.
    • In 1992, a game called Night Trap was the first game that got BBFC certificate  
    • The regulation of video games inefficient, age ratings would not work, so PEGI was used instead


Image result for assassin's creed syndicate xboxImage result for assassin's creed origins xboxImage result for assassin's creed rogue xboxImage result for assassin's creed black flag xboxImage result for assassin's creed unity xbox



  • Target audience is 14-21 males


  • Lots of dark colours


  • Capture the Zeitgeist


  • Could suggest why having a female lead in Liberation may have not gone too well


  • The Proairetic code of the hood promotes violence


  • Mise-en-scene of weapons 


  • Read Dead Redemption 2

    • The higher the age rating, the younger the audience
      • Completely illogical 


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    Ubisoft:

    • 90's 
      • Indiana Jones The Last Crusade: The Action Game
    • 00's
      • Battle of Prince of Persia
    • 10's
      • Farcry 4


    Super Mario Land
    • Came out 1989 on the Gameboy



    Plato system
    • Started in 1960s
    • touch-screen activated

    How significant are economic factors in the magazine industry? Woman and Adbusters
    How significant are economic factors in the videogame Industry? Assassin's Creed III: Liberation


    • First commercialised in Japan
      • Space Invaders was so popular that it lead to a shortage of 200 yen coins
      • Entire blocks in building were rented out and filled with space invader arcade games
    • America followed with Atari
      • One such example being Centipede
      • At this time, Nintendo existed
    • UK
      • ZX-Spectrum
      • Famous for extremely low-budget games (bedroom coders)
      • Early experimentations and generic fluidity

    • 1980s videogame crash
      • The game that supposedly ruined the game industry was ET
      • Games started getting more dull and boring
    • Nintendo
      • Released a Famicom/NES, which was Nintendo's first console
      • They gathered all the American videogames into one console
      • Started issuing RPG, role-playing games, such as DragonQuest
      • Super Mario Bros came out 1985
        • The NES revived videogames
    • This created a huge division between American games and Japanese Games
      • Japan had more rpg games whilst the US had more of a open world game
    • Sega vs Nintendo
    • Super Street Fighter changed videogames because it was one of the first multiplayer games
    Reverse Pyschology was used to get people to buy the first Playstation in UK
    • In London they set up clubs for young adults to take part for Playstations
    Digitally distributed: The process of having an online shop sell you games, like Steam

    Thursday, January 9, 2020

    Radio






    Radio


    • PBS (Public broadcasting service
      • paid through licensing fee
    • REMIT (set of rules for radios)
      • pluralistic ideological perspectives
    • However new technology has allowed audience to pick and mix their own music now and not needing to listen to the radio. This links to David Gauntlett's theory of pick n mix.
      • Digital technology has allowed audience to produce stuff
      • It also maximises accessibility
    • Thumbnailing images is a great way of categorising stuff 



    Late-Night Women's hour

    • Broadcast on BBC radio 4
    • Spin-off of Women's hour
    • It broadcasts once every month/ an infrequent broadcasting schedule
    • Targets a female audience
    • was presented by Lauren Laverne
    • Usually 11pm on a Friday
    • Target Audience is middle aged feminists
      • Talk a lot about Feminists issues
    • Lexis are well-spoken and articulate and are educated
    • Apposition is when 2 things are placed side by side, similar to opposition except they're on the same side
    • Targeting an extremely specific target audience
    • Established 2015

    Broadcasting is distributing a media product to a large audience easily
    BBC was established in 1922

    Women's hour originally was aimed for house work for women, this reinforced hegemonic norms, making it patronising

    How have sociohistorical factors lead to a diversification of media output?

    We have such a diversification of media now because of digital convergence

    • Stuart Hall: Reception Theory
      • Preferred
      • Negotiated
      • Oppositional
        • Cannot relate to what the radio hosts are discussing about at all and find it boring 
    Vaginas/pockets radio episode
    • Female body odour 
    • Then they talk about fashion which is much more hegemonically safer

    Clay Shirky
    End of the audience theory

    • 'we are making our own stuff and using them instead'
    • Digital technology can now share (produce) music and videos and radio to others