Monday, 23 June 2014

Task 4

Simulation: Star Citizen: Star citizen is a space simulation game, the game takes simulation to the max. the game has a fully working economical system in the universe so that almost everything that you do can have an effect on how the universe works such as price of ships and so on. The game simulates everything that happens in the real world only changed to fit into the futurist genera of the game. Arma 3: Arma 3 is a modern war game simulator. The game captures military mission the people of you have created in high detail, the game has a very in-depth simulation on how the bullets work changing depending on wind distance and so on. The game also shows how things such as heat and pain will effect a solider such as shaking finding it hard to aim and being un able to run fast after being injured. Narrative: both of the games have a similar type of narrative. Star Citizen is a game where you make your own story, you can deiced what you want to do and how to do it. In Arma 3 you are given a mission or an objective and can pursue that however you feel like, creating your own stories to tell on how you did that mission and what happened when doing it. Representation of characters: In Arma 3 the characters are basically avatars for yourself, you are given a small customization but other than that they don’t do much in the game, you are the voice of the character and control every move that he does. In Star Citizen the character is almost the same as Arma 3 in the way that you give the character his voice and personality but you have a much wider range of customizability in the characters appearance. Audience: Star Citizen attracts a wide range due to how much is in the game. Mainly the game will attract people who are fans of space simulator games and has attracted quite a lot of people who are big fans of the film star wars. Arma 3 attracts people that are fans of hard core FPS game or role playing game due how much role playing can be done in this game. Conclusion: The game genre of simulation has a very wide audience coming from all areas of games. The games that I have chosen, although quite similar are also very different games in the way that they attract very different audiences and simulate completely different things.

Thursday, 19 June 2014

Task 3 - Addressing Audiences and Audience Feedback


Last Of Us

Genre - Action-adventure, survival horror
Content - the game looks very overgrown and broken down as though it has been abandoned for a very long time which fits very well with the game as it is set after a zombie Apocalypse. 
Construction - the game is structured in way that you don't level but you can learn how to make new weapons with different items that you find.
Narrative conventions - the narrative of the game is given to you from the characters in the game, they will converse at times giving you more information about what happened, how and what is going on. The game plays out as though you are the character you play as from a 3rd person perspective. 
Common Codes - the game has a lot of common codes in the game such as crafting, and collecting loot. 

Just Dance

Genre - Rhythm
Content - the game is a very color full game and is a very neon style of art.
Construction - the game is constructed in a way that you have to follow what is happening on the screen, from completing songs you will begin to unlock more songs that you can do.
Narrative conventions - the game doesn't have much of a narrative as the game doesn't have a story but everything is shown to you through symbles that show the moment that you have to do.
Common Codes -  the common codes are mainly just the way that the game tells you what to do using symbles at the bottom of the screen and how the people that dance on the screen that you have to copy.

Thursday, 12 June 2014

Task - 1 Defining Audiences

Quantitative Research:

In sociology, quantitative research refers to the systematic empirical investigation of social phenomena via statistical, mathematical or numerical data or computational techniques. The objective of quantitative research is to develop and employ mathematical models, theories and/or hypotheses pertaining to phenomena. The process of measurement is central to quantitative research because it provides the fundamental connection between empirical observation and mathematical expression of quantitative relationships. Quantitative data is any data that is in numerical form such as statistics, percentages, etc. In layman's terms, this means that the quantitative researcher asks a specific, narrow question and collects a sample of numerical data from participants to answer the question. The researcher analyses the data with the help of statistics. The researcher is hoping the numbers will yield an unbiased result that can be generalized to some larger population. Qualitative research, on the other hand, asks broad questions and collects word data from participants. The researcher looks for themes and describes the information in themes and patterns exclusive to that set of participants.

Qualitative Research:
Qualitative research is a method of inquiry employed in many different academic disciplines, traditionally in the social sciences, but also in market research and further contexts. Qualitative researchers aim to gather an in-depth understanding of human behavior and the reasons that govern such behavior. The qualitative method investigates the why and how of decision making, not just what, where, when. Hence, smaller but focused samples are more often used than large samples. In the conventional view, qualitative methods produce information only on the particular cases studied, and any more general conclusions are only propositions quantitative methods can then be used to seek empirical support for such research hypotheses.

Audience Profiling:

Audience Profiling finding out the profile of your audience beforehand so that you can put across your message to the right people in the most effective way to produce the best result. It might include details like age, sex, educational qualification, work experience, financial background, field of work, interests, mood, orientation, bias, food habits, religious background, physique, health condition etc.














Thursday, 3 October 2013

HA6 Task 2 – Audience Response to Products


The Hypodermic Needle Model: is implying mass media has a direct, immediate and powerful effect on its audiences, either good or bad, causing the audience react to this. The classic example of this was illustrated on October 30, 1938 when Orson Welles and the newly formed Mercury Theatre group broadcasted their radio edition of H.G. Wells War of the Worlds. On the eve of Halloween, radio programming was interrupted with a "news bulletin" for the first time. What the audience heard was that Martians had begun an invasion of Earth in a place called Grover's Mill, New Jersey.


The Inoculation Model: is the idea that after being exposed to violence or something similar will make you immune to the effects that could be cause from it such as becoming a violent person and by having long term exposer to the activity will not make you a violent person. An example of this would be, you are a nice person helping people in the streets and come across as a normal person but you play violent games or watch gruesome movies such as saw and not be effected by anything you see or do outside of real life.

The Two-Step Flow Model: is when you are told something by one person for example, a game is good, but another person says that the game is bad, you will only believe one of them because you put your trust in them for some reason. An example of this is, the game GTA is released and IGN says that the game is very good, but a you Tuber that you trust says the game inst good, you would believe the YouTube because that’s the person you trust more.





Uses & Gratifications Theory:  is an approach to understanding why and how people actively seek out specific media to satisfy specific needs. It assumes that audience members are not passive consumers of media. Rather, the audience has power over their media consumption and assumes an active role in interpreting and integrating media into their own lives.

Information:
This is for learning about things that you want to learn about, or find out how to fix something such as a problem with something you own.

Personal Identity:
This is when you watch a TV show and see a character from the show as you are and you see how they act in relationships and in general.

Integration or Social Interaction:
This to give you some sort of companionship or interaction with other, such as having the radio on or talking to people online for example talking to people in a game and classing them as your friends.


Reception Theory:
Reception theory is a philosophy about the arts that recognizes the audience as an essential element in the creative process. Originally developed as a method of literary criticism, reception theory posits that meaning does not lie in the work of art itself, rather meaning it is part of a process of interaction between the audience and the artwork. Reception theory has been applied to many art forms, including drama, film, painting and sculpture.