Friday, February 28, 2020

Videogames Final index

1) Videogames: Women in videogames
2) Videogames: Further feminist theory
3) Learner response: OSP assessment
4) Videogames: Tomb Raider Anniversary
5) Videogames - Metroid Prime 2: Echoes
6) Videogames: Henry Jenkins - fandom and participatory culture
7) Videogames: The Sims FreePlay part 1 - Language & Audience
8) Videogames: The Sims FreePlay part 2 - Industries
9) Videogames: The Sims FreePlay part 3 - Representations

The sims representations

Textual analysis

Re-watch some of the expansion pack trailers and answer the following questions:
1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?

Reinforces a capitalist society where you have to work and be successful. Game play has been feminised to appeal to the female audience.Reinforces some gender stereotypes

2) What stereotypes have you identified in The Sims FreePlay?

Female Sim in pink bedroom doing her homework/schoolwork where as the male Sim is in a blue bedroom. The male character is also shown to do more masculine stereotyped activities like doing karate and playing drums. Mainly female Sims shown to shop and catwalk etc HOWEVER Chic Boutique extension pack uses male Sims also and feminises masculinity 


3) What media theories can you apply to representations in The Sims FreePlay?

Van zoonen-gender stereotypes as he believe gender roles are constructed in the society.In the game it links to him as  men are working and women stay at home. 

Representation reading

Read this Forbes article on gender and racism in The Sims franchise and answer the following questions:

1) How realistic does The Sims intend to be?

It si not very realistic but it is dream that every american has to have a big house and create your own world.

2) How has The Sims tried to create more realistic representations of ethnicity?

This is by having people by all race and allowing people to make their own characters.

3) How has The Sims responded to racism and sexism in society?

This is by having homosexuality and tell everyone that there game is for everyone.

4) What is The Sims perspective on gender fluidity and identity?

This is by showing homosexuality in open in the game.

5) How does The Sims reinforce the dominant capitalist ideologies of American culture?

This is because the message is to get as much money as you can and built your own empire.


1) How did same-sex relationships unexpectedly help the original Sims game to be a success?
"Same-sex relationships were probably the main factor that led to the game's popularity. During a showcase of the game at E3, audiences were shocked and pleased when they were able to form relationships between the same-sex. It was something that had never been done before in the gaming industry and it received massive positivity from gamers and critics".
2) How is sexuality now represented in The Sims?

There is now a lot of freedom and it is now possible to have same sex relationships etc.
3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?
It was praised as it giving a good representation of what LGBTQ+ rights should be like.

4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?
It was given an M rating due to its same-sex support. In response to this, EA fought hard in convincing ESRB that the game should maintain its T-rating.
5) How is sexuality represented in the wider videogames industry today?
Some games have also started integrating same-sex relationships into their games on Xbox and Xbox 360. An example of this is Fable as it allowed players to have gay and lesbian relationships.

Reality, postmodernism and The Sims


1) What does the article suggest about the representation of real life in The Sims 4?
It suggests that as Sims mimics real life, it reduces the experience of diversion as the game essentially forces you to lead a domestic life. "The Sims 4 is basically real adult life and I f-ing hate it"

2) What audience pleasures did the writer used to find in The Sims franchise?
  • Escapism and fantasy - the various Supernatural and fantasy expansion packs enabled gamers to further this experience of diversion.
3) Why the does the writer mention an example of a washer and dryer as additional DLC?
She mentions the washer and dryer as DLC to emphasise the sense of obligation they felt and how they felt trapped in the cycle of domesticity.

4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?

I think that the game hasn't necessarily made an error, but they do need to focus on giving the game itself more options that provide the pleasure of diversion/escapism. By adding these different options, gamers should feel more freedom within the game as they would not be stuck in the same routine both in reality and in their virtual realities.

5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?

This links to Baudrillard's theory of hyperreality as it suggests that like the writer of this article, gamers will too find it harder to identify the boundaries between reality and their virtual lives. The domestic life of the game is so similar to that of their actual lives, that it becomes difficult to distinguish between the two.

The Sims FreePlay social media analysis

Analyse The Sims FreePlay Facebook page and Twitter feed and answer the following questions:

1) What is the purpose of The Sims FreePlay social media channels?

This is to promote their game and get a wider audience.

3) Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?
  • Different body types
  • Facial features
  • Different buildings
Highlights the fact that audiences constantly desire new more diverse content - important as it signifies the fact that audiences are directly involved in shaping the content of Sims.

4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?
  • Expansion packs - a revenue stream as people download the additional content to improve the game.
  • Premium content - "VIP Rooms and Winter Wonderland Quest"

5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?
It is an example of simulacra as it is situated in the real world and focuses on real actions, yet is based on fictional content of the sims. It is bringing the media text into and merging it with the real world.


The sims industries

The Sims FreePlay - Industries blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 2 - Industries' and complete the following tasks.

Regulation – PEGI

Research the following using the PEGI website.

1) What is the VSC and how does it link to UK law?

The VSC Rating Board is an Administrator of the PEGI age rating system which is used in over 30 countries throughout Europe

2) Note down the key statistics on the homepage.

  • OperatinG for 30 years
  • Rated 1200+ games
  • Rated 8000+ apps
  • 1987 member outlets
3) What is the purpose of PEGI?

They supply detailed consumer information about the content of the games with PEGI ratings

4) Click on the PEGI Rating tab in the top menu. What are the age ratings and what do they include?


  • 7- a little more violence (but must be unrealistic); contains some possibly frightening scenes or sounds
  • 12- more graphic, sexual, and violent (however, not to realistic human characters)
  • !- parent guidance recommended
  • 16- more mature violence towards human characters
  • 18- gross and horrific violence

5) Scroll down to look at the ‘How games are examined’ infographic. What is the PEGI process for rating a game?

They look at the content and have the copy of the game which they see everything and see if there are any errors the game needs to chnage in order to get the license they have applied for the game.

The ‘Freemium’ gaming model

Read this Lifewire feature on freemium gaming and answer the following questions:

1) How does the freemium model work?
The typical freemium or free-to-play app is a free download that uses in-app purchases to produce revenue rather than charging a flat fee for the app. 

2) Why do some gamers believe freemium is ruining games?

It does not allow access to the whole game and therefore you cannot experience it fully.

3) What are the positives of the freemium model for gaming? 

it allows people to play the game for free. This is a huge benefit for the gamer's as if they are really intrigued to play the game, they are willing to pay money to experience the game fully.


1) Note the key statistics in the first paragraph.

Freemium model games and their in-app purchases account for about 70-80% of the $10 billion or more in iOS revenue each year

2) Why does the freemium model incentivise game developers to create better and longer games?

This is  to ensure that people keep playing the game and spending money it which can help them make profit.

3) What does the article suggest regarding the possibilities and risks to the freemium model in future?

This si quite risky as some people might not like to spend money on games.

Read this New York Times feature on freemium gaming and answer the following questions:

1) Why did Temple Run use the freemium model?

This is because they had a wider audience and could charge people to be forward in the game.

2) The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

This is because they have seen the success of sims free play.

3) Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?

This is because they start from scratch and make money by this source.

Electronic Arts

Read this Pocket Gamer interview with EA’s Amanda Schofield, Senior Producer on The Sims FreePlay at EA's Melbourne-based Firemonkeys studio. Answer the following questions:

1) How has The Sims FreePlay evolved since launch?

Now, it’s this rich world which covers every aspect of the Sims’ lives. Pets range from puppies and kittens to dragons and fairies and the world is full of interesting places for Sims to go, mountains of fashion and near infinite ways to design and decorate homes.
2) Why does Amanda Schofield suggest ‘games aren’t products any more’?

She suggests that instead they are 'services'; functions like customer support and community management are a critical part of the game development process and must be embedded with our game teams so we not only know what our players are saying about the newest update, but we also can quickly respond to any problems that arise.

3) What does she say about The Sims gaming community?

She exclaims: ''our community is very active and always hungry to see more features and content in the game. We’ve not had to do much more than listen and build to keep the players engaged. When we find systems that are particularly exciting to our players, we focus our efforts to build that section out a little more."
4) How has EA kept the game fresh and maintained the active player base?

"There are so many more ways that each of our players have unique needs and requests when it comes to playing The Sims FreePlay, so it’s super important that we’re always finding ways to reach all of these individuals by varying the content and features we focus on."

5) How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.

-well over 200 million installs of The Sims FreePlay to date 
-78,000=amount of game time in years players have spent in the game

Finally, read this blog on how EA is ruining the franchise (or not) due to its downloadable content. Answer the following questions:

1) What audience pleasures for The Sims are discussed at the beginning of the blog?


The ability to create your own characters and live your own life.

2) What examples of downloadable content are presented?

Expansion packs to built new homes and things to be rich like the captilist views.

3) How did Electronic Arts enrage The Sims online communities with expansion packs and DLC?

This allowed the game to stay longer and be up in the market.

4) What innovations have appeared in various versions of The Sims over the years?

The expansion pack introducing pets is always one of the most coveted entries. “The Sims 4: Cats and Dogs” followed suit and fit the mold to a T. It provided an in-depth system of creating pets while also containing a sizable amount of building content for houses and cosmetic items for Sims.

5) In your opinion, do expansion packs like these exploit a loyal audience or is it simply EA responding to customer demand?

I think that EA have been exploiting it to a certain extent as they do lock necessary content. However, in some cases, they are just giving what their customers want as people might grow to be bored of the game if it is just the same thing.

The sims-Language and audience

1) What elements of gameplay are shown?

You create your own chracter,friends and house.

2) What audience is the trailer targeting?

It's like a dollhouse which is 75% female and 25% male.

3) What audience pleasures are suggested by the trailer?

Diversion-making your own world and living the way you want to live.

Now watch this walk-through of the beginning of The Sims FreePlay and answer the following questions:



1) How is the game constructed?

It introduces the world and how its built.

2) What audience is this game targeting?

Younger audience by having bright colours.

3) What audience pleasures does the game provide?

Diversion-live the way you want and make your own world.

4) How does the game encourage in-app purchases?

you can pay for  speeding things up in the game by buying gems.

Audience


1) What critics reviews are included in the game information section?

The review talk about how wonderful it is for making its own world and making characters for themselves.

2) What do the reviews suggest regarding the audience pleasures of The Sims FreePlay?

The audience pleasure once again seen is a diversion and personal identity once again as the reviewer seeks to do things just like real life and will be able to design and build their own houses as if they were rich so this view of hyper-reality creates the immersion of the real-life experience.

3) How do the reviews reflect the strong element of participatory culture in The Sims?

This conveys that the users are able to critique the game and its fundamentals, they believe that they are able to influence how the game operates and runs, therefore, believe they are active.


Participatory culture


1) What did The Sims designer Will Wright describe the game as?

The designer described the game to be a sandbox doll house type of game that would attract a younger audience which is more adapted to a more technological mindset. The would simulate the aspects of creating your own city and character where you can do a multitude of tasks.

2) Why was development company Maxis initially not interested in The Sims?

One reason that people were not interested in the aspect of doll house type of game was that it was targetted at a female audience and games at the time were more male orientated. Therefore the company did not see it worthwhile to make a game targetted for a female audience.

3) What is ‘modding’?

Modding is the use of code to add, delete or innovate something within a game, this is often done by fans of the games who release them online to share with others, some groups of fans do this to create a project sometimes a new game entirely or an improved version of what they have already been given.

4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?

Consumers and audiences are contributing to a product or franchise.

5) Look specifically at p136. Note down key quotes from Jenkins, Pearce and Wright on this page.

"allowing individuals to come together around shifting interests to create digital communities that are ‘held together through the mutual production and reciprocal exchange of knowledge" (Jenkins).

"Whereas the game itself gave consumers a base neighbourhood, wardrobe and furniture sets to play with, the players themselves turned producers (or producers" (Wight)

6) What examples of intertextuality are discussed in relation to The Sims? (Look for “replicating works from popular culture”)

They could depict characters from: Star Wars, Star Trek, The X-Files and Japanese anime and manga - all of which were extremely popular.

7) What is ‘transmedia storytelling’ and how does The Sims allow players to create it?

"The primary text encoded in an official commercial product could be dispersed over multiple media, both digital and analogue in form".

8) How have Sims online communities developed over the last 20 years?

The last extension pack for the first diversion was discharged in 2003, however some still need to play the amusement and modding locales still make the diversion a functioning network. Fledgling modders are passed on abilities from the individuals who are specialists - exchanging aptitudes to others to keep the network dynamic too. 

9) Why have conflicts sometimes developed within The Sims online communities?

Individual preferences of the players create divisions in the community - between some who want to charge money for the mods and the ones who want to see it for free.

10) What does the writer suggest The Sims will be remembered for?

The mass following of the game and the cult following of it, that stayed well beyond the usual lifespan of a normal popular computer game; also for the culture of digital production to pioneer and create a huge staple fan and game modding communities.


Read this Henry Jenkins interview with James Paul Gee, writer of Woman as Gamers: The Sims and 21st Century Learning (2010).
2) Why does James Paul Gee see The Sims as an important game?

"The Sims is a real game and a very important one because it is a game that is meant to take people beyond gaming"

3) What does the designer of The Sims, Will Wright, want players to do with the game?

"Empower people to think like designers, organise themselves around the game and learn new skills that extend beyond the game, and to express their own creativity".
4) Do you agree with the view that The Sims is not a game – but something else entirely?

The game has led to communities being built around the game on different platforms, but I disagree. I think that it is just a game, but it has revolutionised modding in games, so it is something bigger for the whole gaming community in general.

5) How do you see the future of gaming? Do you agree with James Paul Gee that all games in the future will have the flexibility and interactivity of The Sims?

I don't think so, because not all games will allow for as much flexibility to mod games. Not all games will take off like The Sims and have this giant participatory culture, it rarely happens and mostly only happens for AAA titles that come out every few years, simply because its easier as they have a larger following and are more likely to be polished, so it will attract more consumers.

Monday, February 10, 2020

Metroid Prime 2 Echoes


Metroid Prime 2: Echoes - blog tasks

Create a new blogpost called 'Metroid Prime 2: Echoes case study' and complete the following in-depth tasks.

Language

Analyse the game cover for Metroid Prime 2: Echoes (above).

1) How does the cover communicate the genre of the game?

They use weapons to tell the audience that it will be an action packed game. There is a massive canon on Samus Aran's arm which suggests that she is a dominant character. They also use a range of different locations on the back of the cover to help suggest to the audience that it is an adventure game.

2) What does the cover suggest regarding gameplay and audience pleasures?


One of the pleasures would be diversion. Since its just a game, people play it for fun and escapism. Also, they might also play it for personal relationships because it is a franchise and those who have played it might of developed a relationship with Samus Aran. This also links to Scott Rigby's theory where people will play video games for relatedness and competence. Since they have been playing the game for a long time, the would have developed a skill which would make them want to play the game even more.

3) Does the cover sexualise the character of Samus Aran? Why/why not?


it does because her body is fully ciovered with a body armour.


Trailer analysis

Watch the trailer for the game:





1) What do you notice about genre?

The genre is action by seeing guns and firing.

2) How is the character introduced? Is Samus Aran obviously female?


introduced by gameplay 

3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?


It has the same old videogame story like usual videoagmes.


Gameplay analysis

Watch the following gameplay clips again:






1) What does the gameplay for Metroid Prime 2: Echoes involve?


puzzle solving and action.

2) Write an analysis of the media language choices in the construction of the game: e.g. genre, narrative, mise-en-scene, camera shots etc.



The HUD is not of a typical fashion as it is something both you and the character can see, meaning it becomes more immersive as the ammo, weapons etc is all show through the likes of helmet UI. Whereas in most games it is made as a thing only the player can see.

The Sci Fi genre is maintained throughout by the space the character moves in.

3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
Diversion theory could easily be applied as this product is created MAINLY for diversion, for people to escape and immerse themselves into another world.


Audience

Research the audience for Nintendo and specifically the Metroid franchise, including Metroid Prime 2: Echoes. You may wish to start with the following pages:


Reddit discussion of why people play Metroid

Giant Bomb forum: Who exactly is Nintendo’s demographics?
Reset Era: Nintendo’s audience getting older

1) Who might the target audience be for Metroid Prime 2: Echoes, based on your research? Discuss demographics and psychographics.
During release most likely kids and teens, but in the current era possibly people in their 20's/30's for nostalgic purpose.

2) How has Nintendo’s audience changed since the original Metroid game in 1986?
Nintendo's audience has changed as people who grew up playing Nintendo will now be much older and may still possibly buy Nintendo products as a form of nostalgia, but a young audience most likely still remains. To this also more women probably play.

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?
An audience pleasure is diversion and being able to immerse yourself into the game


4) What effects might Metroid have on audiences? Apply media effects theories (e.g. Bandura’s social learning theory, Gerbner’s cultivation theory). 

Read this Gamesparks feature on gaming demographics and answer the following questions:


1) Who is considered to be the stereotypical gamer?
Late Teen Boy.

2) What has changed this?
The gaming gender demographic is a 50/50 split + there is a much wider variety of outlets that can be used to play games on, apart from PC and Console you now have tablets and phones.

3) What role do women play in the videogames market? Quote statistics from the article here.
42% of women own an XBOX or Playstation whereas only 37% of men do.

4) Why are older gamers becoming a particularly important market for videogames producers? How can you link this to the Metroid franchise?
As they have a higher disposable income so therefore they are able to spend more, also it can be easier to draw them in with the use of nostalgia.

5) What does the article suggest regarding audience pleasures and expectations for different generations of gamer?
Audience pleasures are different for everyone, for example kids will require games that are suitable for their age range such as an adult will be able to expose themselves to something more violent or explicit as a use of diversion. 



Industries


Read this Destructoid blog on the Metroid franchise. Answer the following:

1) Why has Metroid never quite fitted with the Nintendo brand?
It's a genre that tends to appeal to nerds aged 15-35 -a demographic that Nintendo often struggles with these days.

2) What franchises have overtaken Metroid in the sci-fi hyper-realism genre in recent years?
New franchises like Halo, Mass Effect, and now No Man's Sky have filled the space where Metroid had dominated back in the NES and SNES eras. Other M was an attempt to keep up with the times, with "the cut scenes and the fast paced fighting that's so popular with the kids these days," but as we know now, that didn't really work out for them.


3) Why does the writer link old boy bands from the music industry to the Metroid franchise? Do you agree with this reading of the brand?
The writer forms this link because he believes they are identical in the way that they are viewed by audiences over time; new, younger generations are more interested in new "popular" music and video games compared to the "classics" once loved by audiences.

4) What is an ‘AAA’ or ‘triple-A game’ in the videogames industry?
AAA is an informal classification used for video games produced and distributed by a mid-sized or major publisher, typically having higher development and marketing budgets.

5) Do you think there will be further Metroid games featuring Samus Aran? Should there be?
There is a new game coming out called Metroid 4, the game before was Metroid: Samus Returns in 2016. I think that Nintendo need to focus on revamping new AAA titles but the Metroid series still gives them big sales. The demographic of 15-35 is one that they struggle with.


Representation


Read this BBC3 feature on Samus Aran and answer the questions below:


1) What was notable about the original Metroid game in 1986?
At first players were led to believe that the hero was a man - the game’s accompanying booklet referred to Samus as a “he”. But those who completed the game fast enough were in for a shock: at the end Samus revealed herself to be a woman.

2) What were the inspirations behind the gameplay and construction of Metroid?
Developers took inspiration from genre-definers like Mario and Zelda, as well as the film Alien. They further developed the weapon and armour upgrade system used in Zelda, and took the pioneering step of allowing players to explore at will by backtracking and revisiting areas of the map.

3) Why are the endings to the original Metroid considered controversial?
They are controversial because they are considered sexist and diminishing towards women; the faster you play, the skimpier the outfit.

4) What reaction do you think the reveal of Samus Aran in a bikini would have got when the game was first released in 1986? Have attitudes towards women changed?
The reaction would not have been as controversial as it is today, because sexualising women in the media back then was considered normal and almost default. Therefore, this would have been overlooked by women and glorified by men. This does not however go to say that there would be no backlash, as third wave feminism in the late 80's was a growing movement. Today, attitudes have definitely changed and there would be far more controversy. 

5) How have later versions of the Metroid franchise sexualised the character of Samus Aran?
-Tight outfit with heels in a Super Smash bros game

6) How can we apply Liesbet van Zoonen’s work to Samus Aran and Metroid?
-van Zoonen's theory that gender is constructed through the media links well, as Samus Aran's body movement and exaggerated curvy figure suggest her femininity, meaning Nintendo have dictated to the audience what exactly female traits consist of. 
-Furthermore, these representations do fit cultural contexts, further supporting van Zoonen's theory
-Samus Aran's body being sexualised and exploited links to the idea that the objectification of the female body is a key construct of western culture
-van Zoonen say's that women have to be like men to be treated equally; perhaps Nintendo setting Samus Aran's character up initially as a male and presenting her as a male links to this idea.

7) What did Brianna Wu suggest regarding the character of Samus Aran?
Transgender gaming commentator Brianna Wu has argued that Samus is transgender too, further demonstrating the characters appeal to gamers with gender agendas.

8) Do you see Samus Aran as a feminist icon or simply another exploited female character?
My perspective can see both sides of the spectrum; on the one hand, I am able to see how presenting her body and sexuality as a prize by removing her clothing as a rewards system is completely degrading to all women, suggesting that our bodies are for the desire of males. However, it is also difficult to ignore that as a female protagonist in a sci-fi intense game, she is seen as a powerful figure which many may look up to.


Read this Houston Press feature on Samus Aran and entitled male gamers. Answer the following questions:




1) What does Anita Sarkeesian suggest regarding Samus Aran?


The faster you beat the game the more naked Samus will appear in the ending, with usually the best ending involving a two-piece bathing suit.  Sarkeesian points out that the female reveal sort of pales as Samus’s increasingly naked body is used as a reward for male skill.


2) Why does Brianna Wu (and others) suggest Samus Aran may be transgender?

 Samus was originally portrayed to be 6’3” and more muscled in her appearance.

3) Why is Samus Aran useful for male gamers trying to argue videogames are not sexist?


Her character is always used as an example for an argument.If you question the number of female protagonists you’ll get a list that will virtually always start with Samus as a counter-argument. 

4) Why are Lara Croft, Zelda and Peach not ideal examples to argue for female equality in videogames?


Lara Croft will always be haunted by her cartoonish, sexual appearance in early games.

5) What does the ‘SJW’ in ‘SJW-gender politics’ refer to?

Social justice warrior (SJW) is a pejorative term for an individual who promotes socially progressive views, including feminism, civil rights, and multiculturalism, as well as identity politics.

6) How can we apply Gerbner’s Cultivation theory to representations of women in videogames as discussed in the article? How might this lead to ‘entitled male gamers’? 



7) Does the videogame industry have a problem with gender? Provide evidence for your argument.


I think there has always been a problem with gender and i don't think that there will ever be a point where gender won't be an issue as there are always problems occurring with gender whether it be that women are sexualised too much etc