30/10/2019
- Player defining session
- Player/Audience
- Research - Audience Profiling
- Qualitative Audience Research - Questionnaire, specific questions that will require a longer answer about certain topic.
- Quantitative Audience Research - statistics such as average player count of similar games, age ratings, what classifications does similar games have (blood, violence, bad language etc.)
- Demographics? Age rating, business model, gender
- Psychographics?
- Bartle's Taxonomy of Player types (Deck of cards)
- Achievers (Diamonds)
- Goals
- Like a challenge
- Explorers (Spades)
- Like to discover
- Socialisers (Hearts)
- Like to fellowship
- Killers (Clubs)
- Like to destruction
- Leblanc's Taxonomy of Pleasures
- Sensation - Aesthetics
- Fantasy - Fictional World
- Narrative - Story Unfolding
- Challenge - Solving Puzzle
- Fellowship - Community
- Discovery - Secret Feature
- Expression - Create & Build
- Submission - Escape Real World
- Achievers
- Challenge
- Discovery
- Expression
- Submission
- https://youtu.be/Uk-sR0FGMjI?t=357
- Explorers
- Sensation
- Fantasy
- Narrative
- https://www.youtube.com/watch?v=osInSQgLWTk
- Socialisers
- Fellowship
- Expression
- https://www.youtube.com/watch?v=vEYJqE4yj7g
- Killers
- Submission
- https://youtu.be/uimhe1pb3S8?t=247
- S.E.S.
- Low: Sport & Console
- High: ? & P.C.
- Low S.E.S
- Low Academic Achievement
- Poverty
- Poor Health
- Inequities
- Girls
- Rejected as being identified as gamers.
- Boys
- Ego. Aggressive. Over-Sexualised Content.
- Corporate/Learning Gamer
- Schools
- Education & Technology
- Games create an engaging & motivational environment.
- Big tech firms
- FB free
- 10 years ago - 20% humans had access to the internet
- Now it is 50% humans around the world
- Misinformation
- V.R.
- Demographics, race
- Closing S.E.S. Gap
- Examples (of a game and gamer of this game) & Explain Why
06/11/2019
- Audience Responses & Culture of that 'Player' (Notes & write 250 words)
- Consumer - Jacob
- Male
- Skinny
- Living in flat on his own
- Black curly hair
- 1 Bed House
- Ford Fiesta '06
- Sainsburys
- £4000 income
- English
- Owns a budget PC
- Game: League of Legends
- Synthesizer - Mark
- Male
- Skinny
- Lives with parent
- Aspiring Software Development Student
- Doesn't own a car/driving license
- Short, brown hair
- Part-time work at GAME
- £1500 income
- English
- Owns mid-range PC and PS4
- Game: Garry's Mod
- Creator - Diana
- Female
- Skinny and tall
- Living in a single house with husband
- Long, Blonde hair
- Glasses
- Range Rover Evoque '19
- £77000 income (roughly)
- Lead Game Developer
- Belgian/English (for 7 years)
- Owns a high-end PC, PS4 and NS
- Game: Assassin's Creed Origins
- Guided experience of story - Assassin's Creed series
- Parameter based construction - GTA 5 Clothing shop
- Blank template - Civilization series map editor
- Ex nihilo - Golden Axe (1989)
- Player cultural competence
- Culture pattern of behaviour
- Thoughts, Comms, Actions, Customs, Beliefs, Valves, Ethnicity, Social Group (representation)
We must:
- Value diversity
- Capacity cultural assessment
- When cultures interact...conscious dynamics
- Institutionalised culture knowledge
- Adapt to culture
13/11/2019
- Player types session notes
- Audience theory applicable for games dev
- Game responses:
- Negotiated
- Own values & opinions are applied to that game
- Story affected by the player
- Story can affect player (two way street)
- Stanley Parable - game is a perfect example of negotiated game responses as basically everything you do, every choice and way you take, can change the story and show you a different ending.
- Preferred
- What the public will take from the game (e.g. an ideal world, Marcus Fenix)
- Oppositional
- Player will oppose the game
- e.g. Pitch Perfect's Fat Amy
- GTA V Trevor Philips
- Participatory
- Encourage player to level up
- Clear path, limited tools, awareness of the next level
- Lego Star Wars
- Culture differences & need to be accurate
- Fan Culture
- Can affect lifestyle choices of a player
- Undertale
- Shirts, art book, soundtracks
- Probably just an Undertale fandom
- Passive Player
- Accepting opinions
- Paying little attention
- Watching a game
- Outer Wilds
- Active player
- Forming opinions
- Full engagement
- Playing game
- War of the Worlds 1938 - Orson Wells
- Mass media broadcast
- Aliens have landed at a locations and are murdering humans
- Propaganda
- Hypodermic Needle Model theory
- Injects thoughts
- Triggering audience response
- Passive or active, same response
- https://www.youtube.com/watch?v=PnqPvOuzoNk
- Semiotics
- Shirt, Haircut, Tattoos, Dress (mise en scene)
- Every cultural activity produces a blip on the Richter scale
- Trace of meaning
- Example of semiotics in games:
- Character Levels (Player or enemies) - defining a RPG game
- Guns and mask covering whole face except eyes and mouth - terrorists
- Violence Theory
- Violence - Causing physical harm
- 18 Certificate - PEGI 18: "The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence, apparently motiveless killing, or violence towards defenceless characters."
- PEGI Certificates
- Playing violent video games will inreaces aggressive behaviour
- Meta-analytic review of children & young adults
- Psychological arousal & aggressive thoughts & feelings
- Playing them decreases prosocial behaviour
- Unclear - Video Games cause violence and murder
- https://www.cbsnews.com/news/violent-video-games-kevin-mccarthy-trump-blame-video-game-makers-backlash-after-el-paso-shooting-2019-08-06/
- Social Learning assumes mind cannot differentiate physical & T.I.A.G (This Is A Game)
- They (creators of social learning) did not cite sources of data.
- (Affect on aggression in) Violence in video game is less than TV
- http://www.brown.uk.com/brownlibrary/GRIF.htm
- Catharsis hypothesis - Natural biological Drive requires release
- Desire to mate, prime aggression
- Displaced through activities - sports, walking, excercise
- Aggression decreases when video gaming over time
- Helps cope with stress
- Mood managment
- Choose media to fit current mood, goal is to improve it
- Regretful people will often choose violent media
- Depression, pre-cursors - helplessness
- Game characters (empowerment)
- Powerful, in control
- Do humens alleviate depression in real worlds or in video gaming?
- Gamers, violent, long time (years)
- Decrease in hostile feelings & depression
- Crime never correlates to video game violence
- Desensitation...to a crime but never commit it
- Overt action
- Sex in video games
- sexually objectified characters:
- Lara Croft (Tomb Raider)
- Jim Raynor (StarCraft)
- Arousal/Hedonic valence model (discusted at content) theory
- human exposure to character leads to aggression
- Gaming overtime - Likely males condone negative stereotypes
- G.L.M - General Learning Model
- Humans' cognitive function, this explains reaction to sex & violence in video games
- Paragraph should be indented.
- Leading & Kerning, spaces between lines and letters.
- References
- Images
- Underline keywords
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