Video games/ Call of duty
Call of Duty
Ownership:
- Activision- call of duty- infinity ward, trey arch, sledgehammer games (developers).
Franchising:
-Activision also franchise the call of duty brand into a number of different companies .
-merchandise includes action figures, comic books and card games.
Marketing and Distribution
- WW2 focused on billboards rather than digital platforms
- billboards made fans feel more connected and involved in the time that the game was set.
- released trailer on live streams and social media
- 5 billboards went up in New York, LA, London and Paris
- released QR codes for fans to discover exclusive content on billboards
Above the line, traditional ads
- BFI imax, London
Combination traditional, digital ads
- QR codes tale user to webiste
- took them ti pre order the game
website
- Dropdown menu for different incarnations of the game
- option to buy new black ops game, with trailer embedded
- login
- social interaction
-forums and blogs
- split up into different games
App
MMO game
MMO- Massively multiplayer online game
Audience Multiplayer online game
Audience & regulation
-
Convergence
Who are the VSC?
video standards council
pan European game information
rate video games a certain age
Moral panic- Media creates fear in population over an issue that appears to threaten or harm social order- this theory was created by Stanley Cohen
desensitisation-
active and passive audiences-
1.
2.
3. I think the age rating should be lower because It doesn't influence the audience in the real world to incorporate violence into their life. instead, it just promotes more time spent playing on games consoles.
Mise en scene
- trees
- vines
- guns
- river
- water
- rain
- mist
- POV
- Realisitic
- soldier holding gun
- hand
- weapon on show
- one long shot- realism
- muffled sound when underwater
- jungle noises
- footsteps
- gunshot
- rain
- breathe
- tense music
- dramatic music
- colleague speaking via radio
Psycho (1960)
- early audiences might be considered naive by comparison
Moral panic theory
-Stanley Cohen developed this theory
-moral panic happens when a condition, episode, person or group of persons emerges to become defined as a threat to societal values and interests
-research was based on the mods and rockers in the 1960s, but has since been applied to media
stages of moral panic
- someone, something or a group are defined as a threat to social norms or community interests
- the threat is then depicted in a simple and recognisable symbol/form by media
- the portrayal of this symbol rouses public concern
- there is a response from authorities and policy makers
- the moral panic over the issue results in social changes within the community
the consequences of moral panic
- the Jamie bulger case in the UK focused public attention on screen violence
- Mary Whitehouse spearheads a campaign against screen violence; she gains wide support
- BBFC starts to censor films or ban them outright; certification becomes stricter
- Fewer people are able to consume violent films
A new book argues that the concerns over violent video games are a moral panic
- historical psychologists blamed violent games for violent and aggressive behaviour
- moral combat: why the war on violent video games is wrong
- KEY POINT: concern over video games is just another 'moral panic' about youth
- same as violence in comics, hip pop music, drill, Marilyn Manson
Desensitisation
- this theory suggests that audiences reaction are weaker towards their exposure to extreme violence, sex and death.
- this decrease in fear and sensitivity links to the extreme rise of societal violence and behaviours
Mulvey and the Male Gaze- female perspective on media
- Gaze = how an audience views people that have been presented
- how men look at women, how women look at themselves, how women look at other women
- Mulvey belies that audiences have to 'view' characters from the perspective of a heterosexual male and that the camera is always of that viewpoint. Cameras linger on female curbs and the female body.
- Women are relegated to the status of an object are heavily sexualised.
Anderson (media violence and youth)
- this study was based on researched carried out on the effects of media violence in TV, film, music and video gamed
- says exposure to violence in media increase likelihood of agressive, violent behaviour in young people
- it says two main ways aggressive or violent behaviour is seen in young people. Desensitisation and imitation.
- the study says that the degree to which media affects aggression and violence in young people can depend on other factors such as their social environment (e.g. parental supervision)
- no one is immune to the effects of media violence.
David Gauntlett
- he is a huge advocate for media studies and challenges the media effects model and its respective theories
- Gauntlett states there are "10 things wrong with the media 'effects' model"
Comments
Post a Comment