The Metroid: Prime 2 Echoes
Media Industries
- Nintendo Platform - nintendo original, 3DS, Wii, WiiU, Switch
- Who makes games for nintendo? - Nintendo
- who makes games for playstation? - Activision
- Nintendo has online subscriptions - nintendo switch online
- commodification - treat something inappropriately as if it can be acquired or marketed like other commodities
- convergence - involving the interconnection of information and communications technologies
- vertical integration - when a Media Company owns different businesses in the same chain of production and distribution
- horizontal integration - Media Company's Ownership of several businesses of the same value
- advantages of vertical integration - seeking to strengthen its supply chain, reduce production costs, capture upstream or downstream profits, or access new distribution channels
- advantages of horizontal integration- seeing to increase its size, diversify its product offerings or services, achieve economies of scale, reduce competition, or gain access to new customers or markets
Media Audiences
- The game is aimed at - Teenagers and Early 20s
- metroid's psychographics are mostly likely to be - Explorers
- explorers - seeks discovery, energy, individualism and experience. Values difference and adventure
- The World Health Organisation (WHO) recently decided to add gaming disorder to its official mental health condition, stating that gaming behaviour could qualify as problematic
- Some people have suggested that there is a link between playing violent video games and violent behaviour
- 65% of households have atleast one member who plays games 3 hours a week or more
- The average age for a gamer is 35 years old
- 41% of females play video games
- 59% of Males play video games
- Boy under 18 gaming population - 18%
- Adult women gaming population - 31%
- Audiences can interact with each other via social media and also by playing multiplayer
Media Language
Media Representation
Media Theorist that can be linked
- Cultivation Theory suggests that repeated exposure to TV over time can subtly cultivates' viewers perceptions of reality
- criticism of cultivation theory is that screen violence is not the same as real violence
- George Gerbner and Larry Gross theorised that TV is a medium of the socialisation of most people into standardised roles and behaviours
- Long-term exposure to violent media makes the audience
- Mean World Syndrome - violence-related content in television and film makes viewers believe that the world is more dangerous than it actually is
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