Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Wednesday, 7 March 2018

mini-essay


Jenkins’ theory of fandom is a more optimist view than effects theory and suggest that audiences today are more powerful than in the past. He suggests this could be due to the rise of media 2.0 which is a new wave of media post 2000. Media 2.0 resulted in a participatory culture where audiences are more interactive with media and can create their own media (user generated content) rather than just looking at or watching the content. Jenkins also referred to ‘punchers’ which are a type of interactive audience who take aspects of a certain type of media (e.g. a game such as Minecraft) and remix the content to make it their own. This can be done through things such as YouTube videos of them playing a game, modding, cosplay, or even music videos. Another way Jenkins spoke about it is story worlds which is when a fan creates their own stories which could be centred on a secondary character, expanding the timeline, or filling in a missing scene to satisfy the fandom community.

Converging platforms is a crossover or coming together of the hardware or consoles. Examples of this in Minecraft are platform gaming where people can play the same version of the game but from many different devices. Another example is gaming videos of fans playing the game or sharing modding tips with other fans. This makes Minecraft fans textual poachers as they are being interactive and taking the game and making it into their own.  This is also all relates to synergy which is the simultaneous selling of linked products whether it be the game and the console or the fans making money off of their videos which are being watched by fans who have bought the game.

Distribution methods are ways in which the audience can get a game whether it be for free or if they pay for it. Some parts of the game will come from fans or poachers such as the mods they have created and made available for other players to download or buy.  This proves than the audience is powerful like Jenkins suggested as they are clearly not just brainwashed and observing the media like effects theory suggests but actually taking part and creating their own versions of the media product as a way of interacting with other fans. This also shows Minecraft fans are textual poachers as they are creating their own parts of the game/media product and passing them along for other players to use.


Overall Minecraft fans are textual poachers in many different ways whether it be through converging platform or distribution. The main way that they are seen as poachers is through their use of modding or making gaming videos on YouTube as this shows that they are taking the content of the game and creatively playing around with it to make it their own. Again this proves that Jenkins’ theory of fandom is correct as this type of poaching was probably not possible before the rise of media 2.0 and the participatory culture.  


Sunday, 25 February 2018

Cross-platform gaming

Give a definition of cross-platform gaming
Cross-platform gaming is when a game is available to play on more than one device rather than different versions of a game. For example, the same version of Minecraft being available on PC, Xbox, iOS, Android, and Nintendo switch.
Why is Microsoft’s “Better Together” update so exciting for the gaming world?
This update is so exciting for the gaming world because it means many people can play the same game from different devices. So therefore, friends will be able to play the same game but in different locations with different devices.
Why might there be concerns over online child protection?
There may be concerns over online child protection as children who play the game will be given the opportunity to interact with strangers which could potentially be dangerous. This is one of the reasons Sony are not allowing cross platform gaming on their PlayStation.
What is the future for cross-platform gaming, in your opinion? What are the pros and cons, for the games developers and the audience?
I think cross-platform gaming will expand in the future to more devices and more games. Some of the pros include game developers getting more money as people will buy the game if they know they can play it with friends who have other devices rather than just the same device. This is also a benefit for the audience as they can play with their friends. A con of cross-platform gaming is that a certain feature may not work as well on one platform as it does another. Another con is that players might migrate to platforms that facilitate for cross-platform gaming. 

Wednesday, 31 January 2018

Is there an association between video games and aggression?


  • Only a weak link between violence in games and aggression (conduct disorder) in children - refutes effects theory
  • Aggression (conduct disorder) could be more about competitiveness rather than violence 
  • personalities could determine which media is chosen - media reflects existing problem rather than causing the problem  
  • Hard to measure violence - different types of violent games   

Question 3

Explain the impact of technological developments and changing economic contexts on the cost for audiences of consuming news. Refer to The Gu...