Wednesday, 4 January 2012

HA2 Task 2 - Addressing Audiences

Questionnaire results.

How many people have taken the survey.   {20}
How many females have taken the survey.  {10 out of 20}
How many males have taken the survey {10 out of 20}
How many females liked skyrim {5 out of 20}
How many females liked Just dance {5 out of 20}
How many males liked skyrim {9 out of 20}
How many males liked just dance {1 out of 20}
How many questions were on the survey {6}
Average rating for skyrim was {8.5}
Average rating for just dance was {8.8}  

The information i have gathered shows that males prefer to play a game like Skyrim, games with action, adventure and a story. With just dance 2 half of women enjoyed it and the other half enjoy skyrim. so sex has a big role on the audience directed at these two games skyrim is going for males while just dance is going for a much wider audience trying to appeal to both male and female.

Just dance 2 -
Age: 7+
Male/femaile: Unisex but driven more towards female
No education is needed, all instructions are ingame
A person who would host party's occaisonally would buy this game as it is supposed to be a fun party game, the disadvantage fo this is that only one person would need to buy it for a party.

Skyrim -
Age: 15+
Male/female: Unisex but driven towards more the male side
Some education is needed as the game involves puzzle solving and other logical thinking
A person who would like to play alone, and venture out and explore would be the right person to buy this game. Its more for someone who has alot of free time and isnt restricted to, day-to-day routine's.

Questionaire cited from group 2

HA2 Task 4 - Critical Article on Strategy Genre Games

Structure of a strategy game can be very simplistic, with just a lot of detail smashed into it. Strategy video games are a genre of video game that emphasise skilful thinking and planning to achieve victory. A player must plan a series of actions against one or more opponents, and the reduction of enemy forces is usually the goal they have to achieve. Victory is achieved through superior planning, whereas most other genres rely on luck or just how fast you can react to a situation. In most strategy video games, the player is given a godlike view of the game world (over the top view) and indirectly controls game units under their command. Thus, most strategy games involve elements of warfare to varying degrees, and feature a combination of tactical and strategic decisions. In addition to combat, these games often challenge the player's ability to explore, or manage an economy, an example is Shogun 2: Total War. Players interact usually with pointing and clicking (if you are on pc) with the mouse. This is simplicity at its finest as this has become the overall way to interact within strategy games. Other genre of games use motion or real life events or places to interact with the player/players, this is not so true to strategy games. There is no emotion that causes a second thought to happen when you tell the units (NPCs) you‘re commanding to charge straight in.
Example of Top-Down view In a Strategy game


Characteristics of the genre are as follows:-

Units and conflict
In strategy games, there’s conflict that takes place between groups or singular combatants, often called units. Games vary between how many there are and other variables such as; type and design. Strategy games try to reproduce important tactical situations throughout history. Techniques such as flanking, making diversions, or cutting supply lines may become integral parts of managing combat. Terrain becomes an important part of strategy, since units may gain or lose advantages based on the landscape. Some strategy games such as Civilization III and Medieval 2: Total War, involve other forms of conflict such as diplomacy and espionage. However, warfare is the most common form of conflict, as game designers have found it difficult to make non-violent forms of conflict as appealing. And if a game utilises mostly 3 units, to balance the game out by doing a rock-paper-sciccors balance, for example:  Spearsmen beat Horsemen, Horsemen beat swordsmen, and finally swordsmen beat Spearmen.

Economy, resources and upgrades
 Strategy games often involve other economic challenges. These can include building construction, population maintenance, and resource management. Strategy games frequently make use of a windowed interface to manage these complex challenges. Most strategy games allow players to accumulate resources which can be converted to units, or converted to buildings such as factories that produce more units.

Map and Exploration
 Very rarely do strategy games show the world from the perspective from an avatar on the ground. This is to provide the player with a big picture view of the game world, and form more effective strategies. Exploration is a key element in most strategy games. The landscape is often shrouded in darkness, and this darkness is lifted as a player's units enter the area. The ability to explore may be inhibited by different kinds of terrain, such as hills, water, or other obstructions. This design technique is called the fog of war, where the player can see the terrain but not the units within the explored area. This makes it possible for enemies to attack unexpectedly from otherwise unexplored areas.
 
Real time Vs. Turn-based
Strategy video games are categorized based on whether they offer the continuous game play of real-time strategy, or the discrete phases of turn-based strategy. These differences in time-keeping lead to several other differences. Typically, turn-based strategy games have stronger artificial intelligence than real-time strategy games, since the turn-based pace allows more time for complex calculations. But a real-time artificial intelligence makes up for this disadvantage with its ability to manage multiple units more quickly than a human.

Strategy vs. Tactics
- Most strategy video games involve a mix of both strategy and tactics. "Tactics" usually refer how troops are utilized in a given battle, whereas "strategy" describes the mix of troops, the location of the battle, and the commander's larger goals.

 Setting and Themes
Fantasy setting & WW1 setting
- Strategy games can take place in a number of settings. Depending on the theatre of warfare, releases may be noted as naval strategy games, or space strategy games. A title may be noted for its grand strategic scale, whether the game is real-time, or turn-based. Strategy games also draw on a number of historical periods, including World War II, the medieval era, or the Napoleonic era. Some strategy games are even based in an alternate history, by manipulating and rewriting certain historical facts. It is also common to see games based in science fiction or futuristic settings, as well as fantasy settings. Some strategies games are
abstract, and do not try to represent a world with high fidelity. Although many of these may still involve combat in the sense that units can capture or destroy each other, these games sometimes offer non-combat challenges such as arranging units in specific patterns. However, the vast majority of computerized strategy games are representational, with more complex game mechanics.





Narrative structure
Narrative Structure in this type of genre tends to be linear, you’re presented with a problem, and you must overcome this problem to move on with the story. If you fail then you’re sent back to the beginning of the problem for you to attempt to solve it again. This is repeated non-stop until either the player gets so frustrated they give up, or they were able to overcome this problem. However this is not the case in strategy games where, you’re given a goal at the very start of the game, and you have pursue it to finish the game, irrelevant of whether you win or lose at certain situations along the way. The only time in strategy games where you are represented is during any animated cut scenes or narrative plot scenes. Without that you are just a god like commander looking above the battlefield. The only other characters in-game are the units you control and manifest top your will. Which considering are the only things that you control, they represent you and the enemy units represent the opponent whether they be just a NPC or another player.
Conclusion
In conclusion, strategy games require the right mind set to play and enjoy them. They have a direct audience and are able to make problems even a logical thinker would struggle with. This genre type has spawned a lot of sales, giving the industry millions, potentially billions of dollars in profit.

Wednesday, 14 December 2011

HA2 Task 3 - How Audiences Respond to Media Products

The Hypodermic needle Model
This theory was the first attempt to explain how masss audiences might react to mass media. The audience recieve an injection of a media text, either positive or negative and are stimulated into a response. This is a short-term effect and the audience is seen as passive and maleable.

The Inoculation Model
This model suggests that the long term exposure to repeated media messages makes audiences immune to them. the audience is desensitised by the media text and can no longer be shocked by it. someone sensitised is more likely to commit a violent act as it is not seen as an extraordinary axction. again, the audience is seen as passive.

The Two Step Flow Model
It was found that individual views were most affected by opinion leaders who played a key role ini the communication process, filtering the process. Opinion leaders tend to be someone the individual trusts e.g parents or siblings. This is semi-passive.

Users & Gratifications Theory
It became apparent to media theorists that audience made choices about what they did when consuming media texts. Move away form what media does to people and think of what people wo with media.Researcher bulmer and Katz expanded on theis theory stating that individuals might choose and use media depending on for factors of the individual:
Information
  • finding out about relevant events and conditions in immediate surroundings, society and the world
  • seeking advice on practical matters or opinion and decision choices
  • satisfying curiosity and general interest
  • learning; self-education
  • gaining a sense of security through knowledge
Personal Identity
  • finding reinforcement for personal values
  • finding models of behaviour
  • identifying with valued other (in the media) 
  • gaining insight into one's self

Integration and Social Interaction

  • gaining insight into circumstances of others; social empathy
  • identifying with others and gaining a sense of belonging
  • finding a basis for conversation and social interaction
  • having a substitute for real-life companionship
  • helping to carry out social roles
  • enabling one to connect with family, friends and society

Entertainment

  • escaping, or being diverted, from problems
  • relaxing
  • getting intrinsic cultural or aesthetic enjoyment
  • filling time
  • emotional release
  • sexual arousal

Wednesday, 7 December 2011

HA2 Task 1 - Defining audiences

Quantitative Research
Quantitve research focuses on one narrow  minded question, to which collects numerical data from the participants, hoping the end results are unbiased and can be the basis of further research. Quantitative methods can be used to verify, which of such hypotheses are true.

Qualitative Research
 Qualitative research is different from quantitive in that, it asks much broader questions and collects word data. The researcher look for themes and describes the information in themes and patterns.
Qualitative methods produce information only on the particular cases studied, and any more general conclusions are only hypotheses.
Audience Profiling
Audience Profiling allows the researcher  to find the profile of the audience so they are able to ask the right people in an effective way to produce the best result possible. Details fo the audience include, sex, age, education, qualification, work experience, financial background, field of work, intrests, mood, orientation, bias, food habits, religous background, physique, helcondition, ect. a common method of audience profiling is demographics. This defines the adult population largely by the work that they do.