WJEC A-Level Media Studies 603-1976-8
Contexts of Media
Media Language
Media Representations
Media Industries
Media Audiences
Advertising, Marketing and Music Video
News in the Online Age
Film Industries: From Wales to Hollywood
Television in the Global Age
Magazines: Changing Representations
Video Games in the Digital Age
Creating Media Productions
Video Games in the Digital Age
- 14 subtopics
- 42 things to know
- A2 Unit 3
What Video Games in the Digital Age covers
Video Games in the Digital Age is examined in A2 Unit 3, Media in the Global Age. It covers media language and the codes of video games, interactivity, immersion and ludic qualities, video game genres and intertextuality, representations of gender and ethnicity in video games, the global video games industry: ownership, synergy and economics, video game audiences, fandom and media effects, Assassin's Creed, Grand Theft Auto, Mass Effect, Tomb Raider, Wii Sports, Cooking Mama, Minecraft and The Sims.
The 14 subtopics
Each one has its own page.
- Media language and the codes of video gamesHow lighting can be used to guide a player, game's art style and loading screen used for beyond hiding a load.Open →
- Interactivity, immersion and ludic qualitiesLudic qualities of a game, player agency and three design features that increase immersion.Open →
- Video game genres and intertextualityFive common video game genres, sandbox game and simulation game.Open →
- Representations of gender and ethnicity in video gamesRecall questions on selection and combination in a game, under-representation and why it persists, van Zoonen on character design, Hall on stereotyping, positive uses of a stereotype, customisation and Gauntlett, bell hooks and intersectionality, the global market's effect, and evidence on both sides of whether representation has improved.Open →
- The global video games industry: ownership, synergy and economicsVertical integration in the games industry, why publishers acquire successful independent studios and diversification in this industry.Open →
- Video game audiences, fandom and media effectsCasual player, participatory culture and textual poaching.Open →
- Assassin's CreedAction-led franchise Assassin's Creed and name its developer and publisher, animus and what narrative purpose does it serve and three historical settings the franchise has used.Open →
- Grand Theft AutoSatirical target of the series and structural innovation of the fifth main instalment.Open →
- Mass EffectAction-led franchise Mass Effect and name its developer and publisher, world does the series construct and paragon and Renegade system.Open →
- Tomb RaiderRecall questions on the franchise's origin and changing ownership, the core gameplay, the 1990s design of Lara Croft and both readings of it, van Zoonen applied to the original, the 2013 reboot and the criticism of it, intertextuality, the treatment of other cultures, and what a reboot does for a publisher.Open →
- Wii SportsFive sports the game contains and game's central innovation.Open →
- Cooking MamaRecall questions on the original platform and year, how the game is played and why a touch screen suited it, how Mama is presented and what player the game constructs, both readings of its gender politics, the art style and the handling of failure, the 2008 campaigning spoof, and the contrast with an action-led franchise.Open →
- MinecraftSandbox game Minecraft and give its origin, game's visual style and its advantages and procedural generation and why does it matter here.Open →
- The SimsNeeds system, simlish and why is it used and expansion pack model.Open →
What you need to know
Answer each one before you reveal it.
What distinguishes a video game from other media forms?
What is hyperreality, and how might a photorealistic game illustrate it?
How do game genres reflect changing technology?
How does van Zoonen's contrast between male and female bodies apply to games?
Distinguish a developer from a publisher.
What is meant by vertical integration in the games industry?
Define synergy and give a games example.
How does the industry group and target players?
Why did the industry come to target audiences beyond young men?
How does streaming change the relationship between a game and its audience?
How does Ubisoft market a new instalment?
Why is the option to play Shepard as a woman significant?
Why was a handheld console the right platform for this game?
Describe the game's visual style and its advantages.
How does the game handle relationships and sexuality?
Identify the action-led franchise Grand Theft Auto and name its developer and publisher.
Identify the action-led franchise Tomb Raider and give the origin of its central character.
Identify the simulation game Wii Sports and give its developer and year of release.
Name the three broad kinds of code that create meaning in a video game.
Name five common video game genres.
How do selection and combination construct a representation in a game?
What is the central conflict of the series' fiction?
What is the satirical target of the series?
Identify the action-led franchise Mass Effect and name its developer and publisher.
How was Lara Croft designed in the 1990s?
Name the five sports the game contains.
Identify the simulation game Cooking Mama and give its original platform and year.
Identify the sandbox game Minecraft and give its origin.
What does the player actually do in The Sims?
Why do designers use cutscenes sparingly?
What is meant by player agency?
What conventions define a first-person shooter?
Give two reasons why under-representation has persisted in the industry.
Apply Lévi-Strauss's binary oppositions to the conflict between the Assassins and the Templars
How does the series represent its cities?
What kind of world does the series construct?
How was the character redesigned in the 2013 reboot?
What was the game's central innovation?
Why did the touch screen suit this subject?
Who owns Minecraft, and since when?
What is Simlish and why is it used?
Take Video Games in the Digital Age further
The same content, four other ways.
Commonly confused
Pairs that lose marks when they are blurred together.
Immersion vs Agency
Immersion: absorption in the world to the point of forgetting the interface. Agency: the sense that your own decisions genuinely change what happens.
Downloadable content vs Microtransaction
Downloadable content: a substantial addition of new material sold after launch. Microtransaction: a small purchase of currency, cosmetics or advantage inside the game.
Modding vs Machinima
Modding: altering or extending the software itself. Machinima: using the software unchanged to record a film.
Questions from this topic
Each one with the model answer underneath.
- 1
Name the three broad kinds of code that create meaning in a video game.
Model answer
Technical codes such as camera position and interface design, visual codes such as setting, character design and colour, and audio codes such as music, sound effects and voice acting.
- 2
What is a HUD?
Model answer
The heads-up display is the layer of interface information drawn over the game world, showing health, ammunition, a map or objective markers, so that the player has what they need without leaving the action.
- 3
How does a minimal HUD change the player's experience?
Model answer
Removing interface elements makes the world look more like a film and increases immersion, but it forces the player to read the environment itself for the information the display would have given them.
- 4
Distinguish a first-person from a third-person camera and give one effect of each.
Model answer
A first-person camera puts the player behind the character's eyes, which maximises immediacy and threat, whereas a third-person camera shows the avatar's body, which lets the player admire and identify with a designed character.
- 5
What is a cutscene?
Model answer
A cutscene is a non-interactive sequence in which the game takes control from the player to deliver story, using the language of film such as shot/reverse shot and continuity editing.
- 6
Why do designers use cutscenes sparingly?
Model answer
Every cutscene removes the player's agency, which is the medium's distinctive pleasure, so a game that cuts away too often starts to feel like a film that keeps being interrupted by play.
What is inside Levo
Six ways to work the same material.
Video Games in the Digital Age revision questions
- What does Video Games in the Digital Age cover in WJEC A-Level Media Studies?
- 14 subtopics: media language and the codes of video games, interactivity, immersion and ludic qualities, video game genres and intertextuality, representations of gender and ethnicity in video games, the global video games industry: ownership, synergy and economics, video game audiences, fandom and media effects, assassin's creed, grand theft auto, mass effect, tomb raider, wii sports, cooking mama, minecraft and the sims. Each one has its own page with questions and model answers.
- How is Video Games in the Digital Age organised?
- By the WJEC 603-1976-8 specification, subtopic by subtopic, so it matches the order you are taught it in.
Every question in Video Games in the Digital Age, on a schedule.
Attempt a question from memory, write the correct version, then attempt it again. Levo records the jump between your first attempt and your last, and brings each question back on the day you are due to forget it.
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