James Bond Quantum of solace-
In this game thier is moderate violence, this is because you are made to shot and kill people. But the images of the people being shot are not very realistic or in detail which means this games is aimed at people 16+. This game is ment to make you feel like you are james bond and potrays violence as a good thing because you are doing it for a good cause.
12U2 - VIDEO GAMES 2011
Tuesday, 26 April 2011
Representation of Women in League of Legends (LoL)
Women in LoL are frequently presented as powerful and confident. While not explicitly displaying feminist views, the portrayal of feminine characters is undoubtedly equal to that of their male counterparts. In game, there are over fifteen feminine characters, varying in age, personality, ethnicity, and heritage. This shows LoL's open view on women in video games, and don't conform to the conventions of bland and uninteresting women.
LoL has been criticised on portraying their female characters too scandalously, however while this is true in some cases, it is balanced through the wide range of women shown in a multitude of different personalities.
LoL has been given the rating T for Teen, in account for fantasy violence and blood. LoL's target audience is young adults (16 - 24), the largest video game consuming audience.
LoL has been criticised on portraying their female characters too scandalously, however while this is true in some cases, it is balanced through the wide range of women shown in a multitude of different personalities.
LoL has been given the rating T for Teen, in account for fantasy violence and blood. LoL's target audience is young adults (16 - 24), the largest video game consuming audience.
Representation of Violence/Women in Video Games
GTA IV
GTA is a violent video games about a gangsters in a made up American City. This sandbox style game where you can either follow the narrative of the game or can do what you want throughout the city. It is heavily revolved around violence and crime as you are able to run around the town shooting innocent people and stealing cars, potentially mowing them down with your vehicle. This representation of violence is negative as the audience will feel there is nothing wrong with violence and crime in the real world. Many people are influenced by the game and this can be a big problem as crime rates can increase because of it. Even though the game is a 18 BBFC certificate it still does not seem to justify the contents of the game at all. This is because anyone, any age, can be influenced by the negative representation of the violence and crime in the video game.
GTA is a violent video games about a gangsters in a made up American City. This sandbox style game where you can either follow the narrative of the game or can do what you want throughout the city. It is heavily revolved around violence and crime as you are able to run around the town shooting innocent people and stealing cars, potentially mowing them down with your vehicle. This representation of violence is negative as the audience will feel there is nothing wrong with violence and crime in the real world. Many people are influenced by the game and this can be a big problem as crime rates can increase because of it. Even though the game is a 18 BBFC certificate it still does not seem to justify the contents of the game at all. This is because anyone, any age, can be influenced by the negative representation of the violence and crime in the video game.
Research Methods
Production
Production is the making of a product. Games are created by development studios comprised of software engineers, artists and programmers who write the code, create the structure and animate the game making them playable for gamers. While developers create software, other companies create the hardware that the games run on. The major hardware companies in the games industry are Microsoft, Nintendo and Sony who make the Xbox360, Wii and Playstation3 respectively. Games can be played on other pieces of hardware such as phones, PC and handheld consoles such as the Sony PSP (Playstation Portable).
There are four main models of game development. The 'tent pole' business model, the Hollywood model, developing without a publisher and independent game development.
'Tent pole' business model
This method uses the resources generated from one big game to fund the production of smaller products. The first big game is usually heavily advertised and marketed in order to maximise the product's profit to help future products. There is an element of risk involved with this method because a company can't guarantee if there game will do well or recuperate its expenses. An example of this is the game Spore, which sold 1 million copies in the first 17 days, but the development costs were so big EA only expect to make their money back with 5 years of updates and sequels.
Hollywood model
The Hollywood model is where a production company splitting up the development of a game into different areas in order to lower production costs. This also allows the different areas to be carried out to a higher standard because it is usually split into specialist divisions.
Developing without a pubisher
This is a far riskier approach - having to raise the funds yourself, however, this does allow for greater artistic freedom, with less strict time constraints.
Production is the making of a product. Games are created by development studios comprised of software engineers, artists and programmers who write the code, create the structure and animate the game making them playable for gamers. While developers create software, other companies create the hardware that the games run on. The major hardware companies in the games industry are Microsoft, Nintendo and Sony who make the Xbox360, Wii and Playstation3 respectively. Games can be played on other pieces of hardware such as phones, PC and handheld consoles such as the Sony PSP (Playstation Portable).
There are four main models of game development. The 'tent pole' business model, the Hollywood model, developing without a publisher and independent game development.
'Tent pole' business model
This method uses the resources generated from one big game to fund the production of smaller products. The first big game is usually heavily advertised and marketed in order to maximise the product's profit to help future products. There is an element of risk involved with this method because a company can't guarantee if there game will do well or recuperate its expenses. An example of this is the game Spore, which sold 1 million copies in the first 17 days, but the development costs were so big EA only expect to make their money back with 5 years of updates and sequels.
Hollywood model
The Hollywood model is where a production company splitting up the development of a game into different areas in order to lower production costs. This also allows the different areas to be carried out to a higher standard because it is usually split into specialist divisions.
Developing without a pubisher
This is a far riskier approach - having to raise the funds yourself, however, this does allow for greater artistic freedom, with less strict time constraints.
Research methods into Distribution/marketing, Production and Consumption
Distribution
- Tent pole business model
- a distributor works with retailers to make a product purchasable for consumers.
- in the gaming industry, the publisher usually handles the distribution stages.
- marketing is the most expensive part of gaming.
- the advertisement part is highly expensive and usually equals or exceeds the budget used to create the game.
- TV advertising is the most expensive but is the best way to show your product to a mass market.
- The final cost comes in distributing the game.
- games are designed by groups of software engineers, artists and programmers who write the code, animate the characters and create the structure that makes games playable for consumers.
- Tent pole business model
- publisher releases one blockbuster game with heavy marketing and investment. then they use the money made from this game to create more riskier creative games.
- Grand Theft Auto brings in a lot of money for Rockstar which allows them to invest smaller hits such as Canis Canem Edit, Manhunt and future products such as LA Noire and Agent.
- a disadvantage of this is the company are gambling on one game being a massive hit and sometimes even if successful big games can't make back the money needed.
- where parts of a games design are contracted out to other companies this helps lower development costs of the game.
- this means the development team can be made up of smaller numbers such as 10 - 20 rather than 50+ and the work is pieced together using specialist external teams.
- a consumer is anyone who buys, plays or downloads the game.
- some types of games that consumers can play are party games, political games and multiplayers.
- in most games you are given a selection of characters and you choose one based on appearance and the skills of the character in the game. some games though give you the chance to create an avatar your own personal character and most people tend to design this according to themselves or friends.
90210
consumption- This is how the consumer is attracted to the game, this could be due to the graphics used or the use of multi player to socialise with friends and family. Most games are played on consoles such as the wii which allows the consumer to interact with the game as they have to move around in order for the character within the game to move. This would be more suitable for a family, allowing everyone to join in at all ages, another example of this is xbox kinect.
Another social game would be call of duty as players can play online with others as well as communicate. However this game is most popular with males as it involves violence. It also has different stages as well as different locations for the consumer to play. This means that groups of people or friends can play together in order to beat the other tean, attrating them as they can talk to their friends and have a fun experience.
production- there are two ways to produce a game, one is the tent pole business model. the publisher releases a block buster game (hoping it will be a success) by using heavy marketing and investment. the money made is then used to invest in riskier games.
the other is the hollywood model. this is were parts of the games design is contracted out to other companies to lower development costs. this means that the work is done by specialists outside the business.
distribution- this is were the company decides who their target market are and advertise, their product can be available from retailers in shops as well as online. it has to be sold at the correct price to attract the target audience, promotional deals and limited addition games can be a way of attracting more customers, this can then be advertised through word of mouth as people will tell their friends persuading them to buy the product.
Alex Minall
jasmine smith
Another social game would be call of duty as players can play online with others as well as communicate. However this game is most popular with males as it involves violence. It also has different stages as well as different locations for the consumer to play. This means that groups of people or friends can play together in order to beat the other tean, attrating them as they can talk to their friends and have a fun experience.
production- there are two ways to produce a game, one is the tent pole business model. the publisher releases a block buster game (hoping it will be a success) by using heavy marketing and investment. the money made is then used to invest in riskier games.
the other is the hollywood model. this is were parts of the games design is contracted out to other companies to lower development costs. this means that the work is done by specialists outside the business.
distribution- this is were the company decides who their target market are and advertise, their product can be available from retailers in shops as well as online. it has to be sold at the correct price to attract the target audience, promotional deals and limited addition games can be a way of attracting more customers, this can then be advertised through word of mouth as people will tell their friends persuading them to buy the product.
Alex Minall
jasmine smith
Research methods, production, distribution and consumption
Consumption- Is how the consumer gets to play the video games. Your able to play video games on the internet, computer games, ds, psp, game boys, x-box, playstations and wii's. These are all ways to consume video games.
Production- have to create and make the game. There are developers who are artists and programmers which write the codes.
Distributers- work with retailers (shops and online) to make the product available for the consumers to be able to purchase.
Production- have to create and make the game. There are developers who are artists and programmers which write the codes.
Distributers- work with retailers (shops and online) to make the product available for the consumers to be able to purchase.
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