102
2014 Lesson 15 Videogames Revision

2014 Lesson 15 Videogames Revision

Embed Size (px)

DESCRIPTION

2014 Lesson 15 Videogames Revision

Citation preview

2014 Lesson 15 Videogames Revision

2014 Lesson 15 Videogames RevisionNearly there!Briefing Friday8:40 JC Library

EssaysIntroductions what should they do?How many times did you mention digital technology in your essay???Ensure that you relate every idea back to the impact of digital technologies on your case studiesShould cover: development, platform choice, marketing and distribution!!! Did you?

What significance does the continuing development of digital media technology have for media institutions and audience?How can you relate this to key areas?InstitutionDevelopmentPlatform choiceMarketingDistribution / exhibitionTarget audience

Four in a RowFor each term / idea:

Define it / explain what it means

Relate to Rovio or Rockstar and examples from your case studies

Explain and evaluate the idea / term why is it important?

Winning:

1st four in a rowHighest number of rows

PlatformSynergyGuerrilla MarketingSocial mediainternetdistributiondevelopmentTarget audienceinstitutiongenreproliferationmarketingApp storeDigital distributionLucas ArtsViral MarketingnarrativeIn app purchaseSpin-offWeb sitepublisherFacebook170 millionCasual gamehybrid5 years65 millionsandbox4 monthsRed Dead Redemption, LA Noire 100,000Hardcore gameIn game purchasesTwitter AndroidApple10 ImagesHow can you relate the images to your case studies?

How do they link to a key area: institution, development, marketing, exhibition, distribution, target audience?1

2

3

4

5

6

7

8

9

10

Building an argument!Can you build an argument using your knowledge / case studies to respond to the following statements?

The success of a videogame is affected by how it targets a specific audience.Narrative is used to engage a target audience.Representation can attract or repel a potential target audience.The development of broadband / 3G has had a significant impact on distribution.Target audiences have expanded due to the proliferation of hardware.Effective marketing strategies impact on a products success.The pricing of a game is a factor influencing its successDigital marketing is the most effective way to reach a target audience.Weds 20th MayAre you ready?Briefing Friday8:40 JC Library

Key Terms Definitions? Examples?Casual gameInstitutionMarketingDevelopmentDigital distributionGuerrilla marketingPublisherExhibitionSynergyConvergence

ProliferationHybridSandboxViral marketingExchange

Getting the DetailYou cant blag it .

You must revise your notes in detail

How might you use the following details ?

Link to key words / concepts convergence, synergy, etc, etc

30 million1 in every 2 devices(Number of Angry Birds downloads -22 29 Dec 2012)16th March 2013

1 billion +1 billion +Downloads of Angry Birds (free and paid)30%, 20030%, 200Rovios profits from AB merchandising and licensing.200 companies involved with these aspects.100, 000; Dec 2009Why a good date???Chillango, Apple17 million views17 million viewsOf Angry Birds trailer on You Tube600, 000 per month600, 000 per monthRevenue generated by in game advertising on Android devices with Angry Birds downloaded89p

89pThe mighty eagle in app purchase to clear a level

Bad Piggy Bank

Bad Piggy BankA mobile payment system that will allow users to buy in-game purchases at the touch of a button, without having to enter creditcard details.

Games developed under Take Two Publishers

1997

2001, 2002, 2003

GTA3 release 2001 (PC), 2002 (PS2), 2003 (Xbox)

April 2008

Sales of $1 billion in first two days after releaseSold 1.5 million copies in UK in first two days9 out of 10 games sold were ???Sales of 65 million in first two days after release in UKBy Feb 2014 worldwide sales of 32.5 millionBy Feb 2014 worldwide sales reached 2.1 billion

Sales of $1 billion in first two days after releaseSold 1.5 million copies in UK in first two days9 out of 10 games sold were GTA5Sales of 65 million in first two days after release in UKBy Feb 2014 worldwide sales of 32.5 millionBy Feb 2014 worldwide sales reached 2.1 billion170 million32 million32 millionViews of GTA5 trailer on You TubeTake FiveFocus essay approaches

What would you write in your introduction?

Which FIVE ideas / areas could you cover in the exam key / big ideas?

Jan 2009 Discuss the ways media products are produced and distributed to audiences within a media area which you have studied.Intro:Key ideas:1.

2.

3.

4.

5.June 2009 How importance is technological convergence for audiences and institutions within a media are which you have studied?Intro:Key ideas:1.

2.

3.

4.

5.Jan 2010 Media production is dominated by global institutions which sell their products to national audiences. To what extent do you agree with this statement?Intro:Key ideas:1.

2.

3.

4.

5.Jan 2011 Discuss the issues raised by media ownership in the production and exchange of media texts in your chosen media areaIntro:Key ideas:1.

2.

3.

4.

5.June 2011 Successful media products depend as much upon marketing and distribution to a specific audience as the do upon good production practices. To what extent would you agree with this statement within the media area which you have studied?Intro:Key ideas:1.

2.

3.

4.

5.June 2012 Cross media convergence and synergy a vital processes in the successful marketing of media products to audiences. To what extent do you agree with this statement in relations to your chosen media area?Intro:Key ideas:1.

2.

3.

4.

5.Jan 2013 What impact does media ownership have on the range of products available to audiences in the media area you have studied?Intro:Key ideas:1.

2.

3.

4.

5.June 2013 - Evaluate the role of digital technologies in the marketing and consumption of products in the media area you have studied.Intro:Key ideas:1.

2.

3.

4.

5.What significance does the continuing development of digital media technology have for media institutions and audience?How can you relate this to key areas?InstitutionDevelopmentPlatform choiceMarketingDistribution / exhibitionTarget audience

Milking it!Another important skill is being able to get the maximum amount of information out of an idea (but still ensure that you cover a range of ideas)

For each idea add examples, explanations, evaluations. How far can we expand the original idea?

The way that Rockstar and Rovio are organised as media institutions RockstarRovioThe development of the game main titles and spin offsRockstarRovioThe way that Rockstar and Rovio use digital technology RockstarRovioThe ways Rockstar and Rovio target a specific audienceRockstarRovioThe genre and type of game GTA and AB are.RockstarRovioThe ways Rovio ad Rockstar use conventional marketing strategiesRockstarRovioThe ways Rovio ad Rockstar use unconventional marketing strategiesRockstarRovioThe ways that Rockstar and Rovio are price their gamesRockstarRovioThe way that Rockstar and Rovio are distribute their productsRockstarRovioThe ways changes in technology impact Rockstar and Rovio and the products they make.RockstarRovioDevelopmentCompare:How the games have been developed over timeDevelopment costsHow long between releasesHow games improve / develop on their predecessorsHow the company built longevity into their productInstitutionsCompareSize of companiesWhere they are located in the worldThe organisation of the institution and role played by specific officesWho they own / are owned by / have links to and whyWhat other videogaming titles / genres / brands the company produce

PlatformCompare:Which platforms do each company target? Why?How platform choice links to the target audienceThe technical capabilities the platforms have and how they are used in the gameHow the game uses technical convergence on the platform(s)How do the platform choices target a specific audience?GameplayCompare:The type of game casual / hardcoreThe genre / sub-genre of game The features of the game that make it successfulHow / why the gameplay appeals to the target audience

Marketing Compare:What conventional / unconventional strategies have the institutions used to market their game?How have the institutions used new media technologies and traditional marketing strategies to market their gameHow does their marketing target a specific audience?

SynergyCompare:Which companies / products / services do each institutions work with? Why?How does the link between the two companies benefit each?How do the links target a specific audience?DistributionCompare:What methods do the institutions use to distribute their games?How do they use traditional methods and digital distribution?How effective is the distribution / release date?How do the distribution methods target a specific audienceExhibitionCompare:Where are the games exhibited?What sort of technologies are used to exhibit the game?How does each company raise the profile of their game?How do the ways the games are exhibited target a specific audience?Its in the detail.How do the following relate to your case studies?

How could you use them in the exam?1JapanEdinburghLincolnTorontoLeeds2TV AdvertsYou Tube TrailersCinema Trailers3Vice CitySan Andreas4RioStar WarsThe Croods5199719992001200820136AmazoniTunes7WKTT Talk Radio - We Know The TruthLolaWantedViral websitesTwitter

825 million copies9200 million active monthly users1030% of sales figures come from this area11100, 00012App Store Game of the Week 201013downloads paiddownloads ad supported100 million downloads30 million downloads Christmas 2012