Video games D mock Flashcards
What are the 3 theories for Video Games?
Curran and Seaton (power and media industries)
Livingstone and Lunt (Regulation)
Hesmondhalgh (Cultural industries)
What are the 4 audience theories?
Bandura (media effects)
Hall (Reception theory)
Jenkins (Fandom)
Shirky (‘End of audience’ theory)
In 2021, the value of the global video games market was estimated to be $___._ billion.
In 2012, the value of the global video games market was estimated to be $__._ billion.
$138.4 billion
$52.8 billion
Globally, there are about . billion gamers.
2.6 billion global gamers
Give 3 countries that had the most online gamers in 2023:
China
USA
Brazil
Japan
UK
Germany
Australia
All devices have seen a usage downturn since the pandemic-era gaming boom in ____.
2020
Give 6 of 11 technological developments:
Facial recognition
Voice recognition
Gesture controls
Amazing graphics
High-definition displays
Virtual reality
Augmented reality
Wearable gaming
Mobile gaming
Cloud gaming
On-Demand Gaming
Around 20 years ago, games were considered a _____ entertainment medium. Today, they are __________ and played across all generations and sections of society.
niche
mainstream
Give 3 of 5 audience appeals of video games?
MMORPG (Massively multi-player online role-playing game)
Persistent worlds
CRPG (Computer role-playing game)
Augmented Reality
Avatar
Industry Value Chain: Production
2 points
Funding - investments in the video games industry are growing
Design and creative - the game is developed creatively by artists, designers, and developers.
Regulation: What does PEGI (Pan-European Game Information) do?
PEGI provides age classifications for video games sold in 38 European countries.
In the UK, it is against the law for a retailer to sell to people under the recommended age.
What other thing does PEGI do as well as providing age classifications?
PEGI gives tips for parents on how to ensure children play video games safely and responsibly
Distribution and Circulation:
2 points
Hardware - game hardware providers (eg. Microsoft, Apple, Sony, and Nintendo)
End User - predominately make but changed in recent years, particularly with the advent of mobile gaming
The gaming industry is c___________. The industry is growing, and and potential for s______ is immense.
competitive
success
Give an example of how high-risk the video games industry is.
In September 2024, just week after its launch, Sony withdrew its game Concord, which was supposed to be the next Overwatch, because it completely failed to take off.