Posts

Videogames: Women in videogames & further Feminist theory

Part 1: Reading - Is Female Representation in Video Games Finally Changing? Read  this short Medium feature on whether female representation in videogames is finally changing . Answer the following questions: 1) How have women traditionally been represented in videogames and w hat percentage of the video game audience is female? Traditionally women have been objectified and represented as 'damsels in distress' in videogames. 42% of females are gamers.  2) What recent games have signalled a change in the industry and what qualities do the female protagonists offer? The Walking Dead series, The Last Of Us, Uncharted: The Lost Legacy, Horizon: Zero Dawn, Dragon Age: Inquisition and Tomb Raider.  3) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them? I would agree with this idea to a certain extent as certain gamers may feel offended if the portrayal of them and their culture is misrepresented and will reject this media

Henry Jenkins: Fandom and Participatory culture

Factsheet #107 - Fandom 1) What is the definition of a fan? A fan is a person with an extreme and uncritical enthusiasm or zeal. 2) What the different types of fan identified in the factsheet? Hardcore/True Fan-  Hard core fans identify themselves as the ‘insiders’ within any given fandom and consider themselves to be aficionados of their chosen media text. They spend a lot of time and often money in becoming hard core fans. Newbie- New fans of any given text and do not have  the longevity of devotion or depth of knowledge that hard core fans have and are  initially viewed as the ‘outgroup’ within fandoms. Anti-fan- A re those which identify themselves with media texts but negatively so; they loathe or hate the text but unlike ‘true’ fans they do not form their relationship with a text through close readings, they develop their emotional attachment ‘at a distance’ (Gray) through marketing publicity such as trailers. 3) What makes a ‘fandom’? Fandoms are subcultures within which fans ex

Videogames: The Sims Freeplay CSP- Audience & Industries

Audie nce Read  this App Store description and the customer reviews for The Sims FreePlay  and answer the following questions:   1) What game information is provided on this page? Pick out three elements you think are important in terms of making the game appeal to an audience. -Ratings and reviews of the game -Pictures and videos of the gameplay  -Current live events  2) How does the game information on this page reflect the strong element of participatory culture in The Sims? The events tab on the page reflects the strong element of participatory culture in the sims as gamers can participate in events and win exclusive prizes as well as visit their friends Sim towns and interact with their sims.  3) Read a few of the user reviews. What do they suggest about the audience pleasures of the game?  Most of the user's reviews are quite positive saying that they love the game as it gives them a form of escape (diversion) however there are some complaints about the wait time of tasks or

Videogames: The Sims Freeplay CSP- Language & Representations

Language / Gameplay analysis 1) What elements of gameplay are shown? Being able to customise your own character, build your own houses, be able to adopt/buy pets and play with them, build romantic relationships with other sims, build your family and raise children, build attractions for your sims and expand your town.  2) What audience is the trailer targeting? The trailer could be targeting females through the stereotypical conventions of building romantic relationships, raising a family and dressing up your sims which are usually all associated with common female stereotypes.  3) What audience pleasures are suggested by the trailer? Diversion- Allows gamers to take a break from reality and play a virtual, fantasy world that they have created themselves.  Surveillance- Allow younger gamers to gain an insight into what adulthood is like- having a job, starting a family, purchasing and designing your home.  Personal Identity- Gamers may design the characters to look like themselves and