Tuesday 18 April 2017

MEST3 Independent case study: New/Digital Media

MEST3 Independent case study: New/Digital Media


Audience

1) How has new and digital media changed the audience experience in your chosen industry?

It has overall increased and improved their experience. New and digital media greatly increases attention for a game which means more players and an overall better experience.

2) Has new and digital media changed the way the audience consume your chosen product?

New and digital media just means new generations of consoles developed from an already existing machine, and each game has began to get more futuristic although this has angered much of the community. Enhanced graphics and general quality of games are improved each year for the consumption of the product. 

3) Has the size of the audience changed as a result of new and digital media?

Yes. 20million+ players registered to Destiny alone. Just one of activisions titles (research current COD numbers)

4) What are the positive changes new and digital media have brought to the audience of your case study? (E.g. greater choice, easier access etc.)

More platforms to consume the product on, larger player bases=more profit...development of microtransactions...esports mlg 

5) What are the negative changes new and digital media have had on your chosen audience? (E.g. quality of product etc.)

often we see an increase in the price of games and micro transactions become increasingly expensive. To some people the quality of the product has decreased but to others in-terms of online connectivity and server quality it has greatly increased.

6) What about audience pleasures - have these changed as a result of new and digital media? 

Audience pleasures have changed slightly as it is no longer just used for entertainment purposes, some of the titles are factually accurate and considered educational but also an increase in the competitiveness of gamers has prompted esports development. 


7) What is the target audience for your chosen case study? Write a demographic/psychographic profile.

Activision offers such a variety of games but typically the target audience would be males from 18-44 roughly with the focus being on North America and then Europe.

Institution

1) How has new and digital media had an impact on ownership or control in your chosen industry?

Merge with vivendi in 2008 becoming Activision-Blizzard


3) How has new and digital media changed the way institutions produce texts?

It happens in generally the same way just with updated technology.

4) How has new and digital media changed the way institutions distribute their product?

There are now more distribution methods as a result of new and digital media, in-store distribution remains prominent but online and digital copies of games is on the rise. Online platforms like steam have developed as well as playstation-plus which allows for online connectivity with the game and is an important way of distributing games as there are often discounts which entice more people.

5) How might new and digital media threaten your chosen industry?

For an industry that thrives and lives online it is difficult to find a way that it would threaten it but if they don't make a sufficient amount of sales based off of poor advertising or other flaws then the industry could be threatened.

UGC

1) What examples of user-generated content can you find in your case study?

Activison in some games like call of duty- Black ops series has developed technology that allows people to design their own maps and modes to be able to play on PC.

Sometimes, the company notices what people think of the game and suggested content via youtube or reddit and can implement this.

2) How has UGC changed things for audiences or institutions in your chosen case study?

UGC isn't that prominent in this industry so it hasn't really changed things as the professional develop the game and its quite difficult for ordinary players to change aspects of it by themseleves.


Marxism, Pluralism and Hegemony

1) What would be a Marxist perspective of the impact of new and digital media on your chosen case study?

Marxist may critique video games produced by Activision like the Call of Duty series which it would suggest is too violent and doesn't encourage and healthy and sociable lifestyle.

2) How would a pluralist view the impact of new and digital media in your chosen industry?

A Pluralist would generally accept Activison as they strive to make a profit and have succeeded as a result of new and digital media

3) Are there any examples of hegemony in your chosen industry or case study?


Globalisation

1) How has globalisation impacted on your chosen industry or case study?


Globalisation has meant

2) In your opinion, has globalisation had a positive or negative impact on your chosen industry and case study? Why?


Global market- expected to grow to $118.6 bn by 2019 this is suggesting globalisation has had a positive imapct on the gaming industry.

3) Can you find examples of cultural imperialism in your case study or industry? (The 'Americanisation' of the world)

In the call of duty games americanisation is abundantly evident... Shows off american military might and almost all of the characters are American. Black ops 1 shows america winning fight against enemy-Cuba.

Social media

1) How has your industry or case study used social media to promote its products?


Black ops 3 teasers on snapchat

Twitter daily updates

2) Provide examples of how your case study has used social media and explain the impact this would have on audiences.



3) Is social media an opportunity or a threat to your industry and case study?


It can be both as fake news and leaks over new games can be a threat to the industry as it spreads quickly online and video are difficult to take down. Although, it can be an opportunity as 100% confirmed news can also spread quickly and generate a lot of hype.




Theories

1) What media theories can you apply to your chosen industry and case study? Select THREE media theories and explain how they are relevant to your case study. Note: these can be ANY of the theories we have learned over the whole of Year 12 and 13.


Blumler &Katz’s

fictional texts offer escapism for their audiences

 Richard Dyer’s utopian solution theory

 Offering audiences a perfect idea in contrast to ordinary life 

Hypodermic needle model 

 Consumers directly influenced 

 passive 

 violence learnt 

 Marwick (2008)  ‘technopanics’ 




Issues/debates

1) What media issues and debates can you apply to your chosen industry and case study? Select THREE media issues/debates and explain how they are relevant to your case study.


No Russian- mw2 mission where civilians are killed in a terrorist attack

Black ops 1 mission  Fidel Castro (body double) killed by US soldiers-  Cuba angered 

Anders Behring Breivik

Norway terror attacks 2011

Call of Duty training 

Psych evaluation to reveal deeper underlying issues  


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