Minecraft
- Minecraft cost $100 million dollars to create, which is pretty expensive when you compare it to games like Battlefield 4 and Call of Duty: Modern Warfare 2, which both cost around $50 million dollars to make. Minecraft came out in 2011 by mojang but got bought by microsoft in 2014 for $2,5 million.
- Minecraft is the original game, it can be played on the console for about $20 dollars, on the Computer for $20 dollars and $7 dollars on mobile. There are also other versions of minecraft, Minecraft story mode is an example of vertical integration because it paired up with telltale games to make it. Recently, mojang also released a free to play game called minecraft earth, which mixes augmented reality with the old school game. Minecraft also uses its community to make it better. Minecraft forge is a free to download program that lets the community create add-ons to the game. Bedrock edition of minecraft is another way mojang made money by releasing the game with different features. Finally, Realms is a subscription based online server that cost $7.99 (or $3.99 (bedrock edition)).
- The target audience for minecraft is actually 11-13 because it was a fantasy violence video game, but youtubers like pewdiepie (Felix Kjellberg), repopularized the game and everyone started playing it.
- Since minecraft rivals another popular game called fortnite, which has a negative opinion, minecraft has barely any criticism. In fact, it is so simple that the only limiting factor is the players imagination (credit: Hendy, computer 4).
- A very common misconception of Video games, is that they cause violence. There was an issue in mid 2019, where they thought that a school shooting was caused by a video game addiction on the kids part when in reality he was actually being bullied at school.
Extension-Who regulates video games in the UK
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LAra Croft: Tomb Raider
- Lara croft is a game character in the series of tomb raider and some movie adaptations. She is the female version of india jones but with more action. She raids tombs and fights enemies. The official description (Although it varies) is that she is presented as a highly intelligent & athletic English archaeologist who ventures into ancient tombs and hazardous ruins around the world. The genre of the games have changed over time but they were mainly Action/adventure. There were some adaptations that were more fantasy, like she would fight dinosaurs and get chased by mythical creatures.
- The original tomb raider raider games where action action/adventure
- The stereotype for gamers is that it is for males and not so much for the female
- However now the average gamer is a middle age 30 year old female instead of the 18-34 year old man.
- The online market
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CSP: Lara Croft GO
Game analysis
The developers of the game were successful in making a good quality game that interests the demographics of a 30+ female audience but also feels familiar and simple enough to play without getting to addicted. It adds a simplicity to the original games that the console and pc games didn't have. You can play it anywhere, even on the GO
Media AUDIENCE- Lara croft
The main people interested in Lara croft:
first of all the areas of the users and gratifications theory are;
- A) Those who are interested in the quality of innovative gameplay
- B) Those Who are interested in Brand loyalty based on the feminist movement and the feminine empowerment which is displayed in the game
- C)Those with brand loyalty based on the sexualistaion of the lara croft character, this may be more prenevelant if they played lara croft at a formative age.
first of all the areas of the users and gratifications theory are;
- The people who want to be informed and educated about the world in which we live in .
- The people who would prefer to identify personally with the characters and the situation in order to learn more about themselves.
- The people who have the need to be entertained.
- The people who use the media as a talking point for social interaction.
- The people who use media as a way to escape from reality and their daily hard working lives into fantasy worlds and situations.
- People A and B, will most likely want to be informed and educated about the world around them because (for people B), feminism is everywhere and they can know and see that they are in a supportive world with no inequalities. (For people A), since they were interested in the quality of the game they could easily compare it to their lives and have a better idea of what life is about.
- People B, will most likely most likely want to identify personally with the characters and the situation, since the feminists can now relate with the character and will like that she is no longer in situations that sexualoze her.
- People A and C will most likely want be entertained more than anything else because people were interested because of the game and people C like it for the Character and since they played it when they were younger
- People C and B would be most interested in paying the game for of social interaction because they would like to converse with people who have similar interests as them.
- Every single person would want to use the game as an escape from their reality or just to simply have fun.
How has ADVERTISING changed
As we can clearly see Advertisement's changed quite a bit between 1990/2015. They stopped focusing on people C and started focusing on all the people. They still sexualized her to still intrigue the audience. Back in the 1990's the gaming industry was more focused on the teen audiences, so they wanted the girl to be sexy but now, as we can see with the evolution of the mental state of human beings towards women rights, lara croft has been evolved to attract award a bigger audience.
The budgeting and marketing for consoles gaming is the fact that their audiences are very different, console gaming is not like casual gaming because with console gaming, you need to sit down and focus on what you are doing, so these games are aimed at a younger audience in the teens. However, mobile gaming can be played by anyone.
The budgeting and marketing for consoles gaming is the fact that their audiences are very different, console gaming is not like casual gaming because with console gaming, you need to sit down and focus on what you are doing, so these games are aimed at a younger audience in the teens. However, mobile gaming can be played by anyone.
Lara CROFT CRITICAL reception |
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KIm Kardashian, Hollywood: CSP
- The Kardashian brand has a lot of popularity and SOCIAL and cultural values.
- They have star appeal, they had a reality TV show which grew and this meant that their popularity started to grow.
- Kim K became more famous and started growing a relationship with Paris Hilton which also boosted her popularity.
- Kim K sex tape released
KIm KARDASHIAN hollywood
This game was advertised in a variety of ways.
- The Ad is mainly for a teenage female audience, we can see this because its portrayed in first person, you wear a "hot" dress, have acrylic nails and meet a man along the way.
- The audience is most likely going to be aspirers because they would like to be in the first person view and are most likely dreaming about being models. The use the game as diversion and an escape from reality. The fact that Kim k is also on the phone also adds a personal connection to her because she is giving you tips.
- There is also some product placement on for an Apple phone.
Media convergence
- In the game you are encouraged to share your progress on social media
- The game is also mentioned in Keeping up with the Kardashians, this means that you are more likely to come across the game even if you dont like them.
- if its in a wider audience