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
Video game audiences, fandom and media effects
- 3 things to know
- A2 Unit 3
Overview
Casual player, participatory culture and textual poaching.
What you need to know
Answer each one before you reveal it.
Why did the industry come to target audiences beyond young men?
How does streaming change the relationship between a game and its audience?
Questions from this subtopic
Each one with the model answer underneath.
- 1
How does the industry group and target players?
Model answer
Players are grouped by age, gender and platform, and increasingly by playing style and available time, so a publisher can distinguish a committed player who wants a hundred-hour world from somebody who plays in short bursts.
- 2
What is a casual player?
Model answer
A casual player plays in short sessions, values simple controls and forgiving difficulty, and does not identify with gaming as a hobby, which is why accessible titles reach far beyond the traditional market.
- 3
Why did the industry come to target audiences beyond young men?
Model answer
The traditional market was close to saturated, while women, families and older adults represented enormous untapped demand, so widening the audience was the cheapest available route to growth.
- 4
What is participatory culture?
Model answer
Participatory culture is a culture in which audiences do not simply consume but create, share and circulate content of their own, and gaming is one of its clearest examples.
- 5
Summarise Henry Jenkins's argument about fans.
Model answer
Jenkins argues that fans are active participants in the construction and circulation of meaning, that they appropriate texts in ways producers never authorised, and that they build social and cultural identities through a participatory culture.
- 6
What is textual poaching, and how do players do it?
Model answer
Textual poaching is taking a producer's material and using it for the audience's own purposes, which players do by modding, making machinima, writing fan fiction and playing games in ways the designer never intended.
Other ways to work this
The same content, four other ways.
What is inside Levo
Six ways to work the same material.
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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