audience Flashcards

1
Q

historical and political context;
what is the relationship between videogames and audiences?

A

has been a controversial area, with many moral panics.

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2
Q

history and political contexts:
why does the relationship between videogames and audiences ranged fears?

A

that violent games encourage copycat behaviour, to worries about addiction and the amount of ‘screen time’ that is healthy

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3
Q

history and political contexts:
why is Fortnite, when compared to other successful titles like Grand Theft Auto or Call Of Duty different?

A

contains very little explicit or realistic violence, and the cartoon-like graphics also make the game suitable for younger players

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4
Q

history and political contexts:
why does fornite seems to have little racism or misogyny expressed by the players compared to other videogames?

A

perhaps because free players are randomly assigned race and gender ‘skins’ at the start of each round.

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5
Q

historical and political contexts:
what have critics praised fornite for?

A

praised the collaborative nature of the gameplay that encourages players to work together and protect each other (until the finale).

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6
Q

historical and political contexts:
why is the main concern seems to be about addiction?

A

with reports from teachers and parents that children are distracted from school work due to their engagement

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7
Q

historical and political contexts:
why are others concern that it is an addiction?

A

One psychologist even compared it to heroin! There have been reports that Premier League footballers were being treated for addiction, and Prince Harry said the game is ‘dangerous’

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8
Q

what is heroin?

A

it is a drug which is very addictive and dangerous

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9
Q

Consider the way media industries target audiences:
what has fornite used a combination of?

A

addictive gameplay, media/technological convergence and marketing

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10
Q

Consider the way media industries target audiences:
why has fornite used a combination?

A

to target a diverse and varied audience.
78% are male, 22% are female, 53% are 10-25, and 42% are in full time employment.

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11
Q

Consider the way media industries target audiences:
how does fornite make it appealing to younger audience?

A

The unrealistic violence and cartoon-style graphics, along with the emphasis on construction as much as killing

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12
Q

Consider the way media industries target audiences:
how are the ‘eSports’ stars rising?

A

as they are mainly consumed via streaming platforms like YouTube and Twitch (where Fortnite is the most watched game)

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13
Q

Consider the way media industries target audiences:
what has the rise of ‘eSports’ stars led to players?

A

becoming major celebrities

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14
Q

Consider the way media industries target audiences:
who is ninja?

A

the most famous Fortnite player

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15
Q

Consider the way media industries target audiences:
how many subscribers does ninja have?

A

over 10 million subscribers

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16
Q

Consider the way media industries target audiences:
how much does ninja earn?

A

over half a million dollars a month

17
Q

Consider the way media industries target audiences:
how is ninja considered so famous?

A

ranks highest in the world for social media interactions (i.e. people posting or sharing using their name - no.2 is Christiano Ronaldo

18
Q

Consider the way media industries target audiences:
what has ranking for gamer celebrities create?

A

gamer celebrities that have become aspirational role-models for some audiences.

19
Q

Consider the way media industries target audiences:
what widens the appeal of the game?

A

use of non-traditional gamer celebrities such as rappers and NBA athletes

20
Q

Consider the way media industries target audiences:
how has fornite appealed to women?

A

The popularity of ‘Twitch Girls’ (female streamers like KatyPlaysGames)

21
Q

Consider the way media industries target audiences:
what does fornite’s use of ‘seasons’ create?

A

rumours and gossip about future seasons

22
Q

Consider the way media industries target audiences:
what does fornite follow?

A

the cable TV/ on-line subscription style of long-form TV drama

23
Q

Consider active and passive audience responses:
what is the basic gameplay of Fortnite: Battle Royale?

A

is interactive and collaborative, encouraging players to work together.

24
Q

Consider active and passive audience responses:
how are players encouraged to be creative?

A

By being able to deconstruct and rebuild the game environment,

25
Q

Consider active and passive audience responses:
how is Fortnite: Creative a different format?

A

allows even more creativity in designing
‘skins’, ‘emotes’ and landscapes

26
Q

Consider active and passive audience responses:
why has Epic Games have made their operating system Unreal Engine available (at a price)?

A

to encourage the next generation of games developers.

27
Q

Consider theoretical perspectives:
who made the uses and gratification theory?

A

Blumler and Katz

28
Q

Consider theoretical perspectives:
what does the uses and gratification theory consider?

A

considers why people interact with media texts.

29
Q

Consider theoretical perspectives:
how is fornite along with many videogames could relate to?

A

the ‘escapism’ and ‘catharses’.

30
Q

Consider theoretical perspectives:
what does ‘catharses’ mean?

A

if you are angry you might hit something or scream, and that might make you feel better

31
Q

Consider theoretical perspectives:
what can the collaborative nature of the gameplay also provide?

A

social interaction

32
Q

Consider theoretical perspectives:
why can fornite be personal identify?

A

use of gamer and non-gamer celebrities could also relate to the search for role-models that contribute to personal identity.

33
Q

Consider theoretical perspectives:
what theory could personal identity be linked to?

A

Dyer’s ‘Star Theory

34
Q

what is the Dyer’s ‘Star Theory?

A

the idea that stars and celebrities are constructed by institutions in order to make money

35
Q

according to the star’s theory, why are stars build to target a specific demographic?

A

have a unique selling point (USP) in order for them to make more money and stand out from other stars

36
Q

stars theory: Audience and Institutions
why are stars made to satisfy and fulfil the audience and institutions?

A

are often modified regarding their style and image to suit the audience.

37
Q

stars theory: audience and institution
what do stats do by increasing the brand identity?

A

benefits institutions as they become popular and increase sales within all media platforms they are part of

38
Q

stars theory: construction
why are stars built for and who do they not represent?

A

an audience and doesn’t show a true representation of who the person truly is

39
Q

stars theory:
what are stars specifically build to obtain?

A

to obtain a signature trade mark or USP that makes them different and stand out from other popular stars on the market