Tuesday, January 17, 2023

Videogames: Final index

We have now finished our final in-depth topic - Videogames.

Your have done some superb work on women in videogames, Henry Jenkins, fandom and postmodernism and The Sims. You now need to complete a Videogames blog index to ensure you have completed all the work for our in-depth Videogame CSPs. 

This process is clearly excellent revision for the Media mock exams approaching as there is a lot of theory in there that could be applied across the full range of CSPs.  

Your Videogames final index should include the following:

1) Videogames: Women in videogames
2) Videogames: Further feminist theory
3) Videogames: Tomb Raider Anniversary

For your index, the text should link to YOUR corresponding blogpost so you can access your work on each aspect of the case study quickly and easily. This also means you if you have missed anything you can catch up with the work and notes and won't underperform in mock exams or class assessments due to gaps in your knowledge.

Index due date: on Google Classroom 

Tuesday, January 10, 2023

Videogames: The Sims FreePlay part 3 - Representation

The final aspect of our in-depth case study on The Sims FreePlay focuses on representations and postmodernism.

There is a lot to explore with representation in the Sims FreePlay - everything from gender, race and ethnicity to capitalism, reality and postmodernism. 

Notes from the lesson

The Sims franchise offers range of representations on gender, age, race/ethnicity, sexuality, capitalism and even reality itself.

One aspect of The Sims is the values and ideologies that the game reinforces. Although it has been praised for its liberal values over, for example, LGBTQ+ representation, it could also be argued that the game reinforces dominant American capitalist ideologies.

Expansion pack trailers

A useful way to analyse representations in The Sims FreePlay is to study the trailers produced by EA to promote expansion pack DLC. For example: 





Using these expansion pack trailers, we can study the representation of gender, age, race/ethnicity and much more.


The Sims and postmodernism

Watch this introduction to Baudrillard from 8-Bit Philosophy:



Baudrillard argued that our culture now perceives the ‘copy’ (media representation) as more real than the ‘original’ and stated that we live in a culture where the ‘fake’ is more readily accepted than the ‘real’ – therefore creating hyperreality. This blurs the line between fiction and reality.

The Sims franchise is a perfect study in hyperreality as it allows players to create an entirely constructed life through the game.

The Sims FreePlay social media channels also provide an example of simulacra – they are situated in the real world and interact with real players but feature entirely constructed fictional content from the game. Here, they also make intertextual references to real celebrities. Where is the line between fiction and reality?


The Sims FreePlay - Representation blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 3 - Representations' and complete the following tasks.

Textual analysis

Re-watch some of the expansion pack trailers and answer the following questions:

1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?

2) What stereotypes have you identified in The Sims FreePlay?

3) What media theories can you apply to representations in The Sims FreePlay?


Representation reading

Read this Forbes article on gender and racism in The Sims franchise and answer the following questions:

1) How realistic does The Sims intend to be?

2) How has The Sims tried to create more realistic representations of ethnicity?

3) How has The Sims responded to racism and sexism in society?

4) What is The Sims perspective on gender fluidity and identity?

5) How does The Sims reinforce the dominant capitalist ideologies of American culture?


Read this New Normative feature on LGBTQ representation in The Sims franchise (the website link no longer works but that will take you to the text of the article - you'll need your Greenford Google login to access). Answer the following questions:

1) How did same-sex relationships unexpectedly help the original Sims game to be a success?

2) How is sexuality now represented in The Sims?

3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?

4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?

5) How is sexuality represented in the wider videogames industry today?


Reality, postmodernism and The Sims

Read this Paste Magazine feature on reality and The Sims franchise. Answer the following questions:

1) What does the article suggest about the representation of real life in The Sims 4?

2) What audience pleasures did the writer previously find in The Sims franchise?

3) Why the does the writer mention an example of a washer and dryer as additional DLC?

4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?

5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?


The Sims FreePlay social media analysis

Analyse The Sims FreePlay Facebook page and Twitter feed and answer the following questions:

1) What is the purpose of The Sims FreePlay social media channels?

2) Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.

3) Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?

4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?

5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?


Extension: Postmodernism academic reading

If you're interested (or planning on studying Media or Cultural Studies at university), read this highly academic and challenging summary of hyperreality, implosion and postmodern theory from the University of Chicago. Consider how these approaches apply to the digital media landscape we’ve been studying and in particular the videogame industry and franchises like The Sims and Tomb Raider.

Complete for homework: due date on Google Classroom.

Monday, January 09, 2023

Coursework: Print brief research and planning

The Print aspect to our coursework brief is as important as the video work we have been focusing on so far. 

It is crucial that you research, plan and design print work that could comfortably hold its own alongside professional examples. You will also need to make sure you have included a section regarding your print work in your Statement of Intent final draft. A reminder of our coursework brief is here, with the key tasks as follows: 

Print
Create three adverts for the band/artist. The adverts will use the conventions of print advertising but will be distributed online via the band/artist's social media accounts. Each advert should aim to appeal to the target audience but use different strategies to engage the audience. You may include the promotion of a specific product or event if you wish. For example:
  • a live show
  • a TV appearance
  • a new release
  • a streaming event
  • any other product or event you feel is appropriate.
Each advert should be different but the campaign should create a recognisable visual branding for the band/artist. The adverts should include content that encourages the audience to share the adverts on social media.

What are the minimum requirements?

Three print adverts for your artist (portrait OR landscape OR a mix of the two - your choice). You may want to use A4 size but consider the element of the brief concerning distribution via social media. A square design for Instagram, for example, may work best for one of the adverts. 

The minimum requirements from the brief:
  • Three different adverts, each aiming to engage the audience as identified in the brief 
  • Appropriate layout and design choices for each advert
  • A common visual style to the overall campaign creating a recognisable brand and visual identity for the band/artist
  • A distinct marketing strategy should be identifiable across the campaign
  • At least three original images across the three adverts with a different dominant image in each advert
  • Images should be created and chosen to appeal to the target audience
  • Appropriate choices of font, type sizes and colours to create meaning
  • Appropriate consideration of the industrial context of production.

Research and planning blog tasks

Create a blogpost called 'Print brief research and planning' and complete the following tasks to plan and prepare your print work:

1) Research music artist print promotion key conventions. Find at least five examples of posters promoting a music artist and post them to your blog. You may wish to search for print promotions via the headings suggested in the brief - live show, new release, streaming event etc.

2) Note down the design elements you notice in each print example you research and look for aspects you can use in your own work (e.g. a particular camera shot, page design or colour scheme). 

3) What key conventions can you find across different types of poster - e.g. tour poster, single release, album poster etc.

Here are a few examples to start you off: 

Ed Sheeran is a good example of consistent branding across different print products - note the font, style of photo, use of props (guitar) etc.:



These Billie Eilish posters have markedly different brands (which you won't be able to do) but offer a range of different marketing strategies. Here you'll see a tour poster (left), awards poster (centre) and album poster with track listing (right): 



These Dave posters offer both consistent branding (the first two) and a really creative lyrics-based design for the third:



These Sam Smith posters have a similar visual style / black and white colour scheme. One advertises a live show while on the right it highlights a single release: 



Like the Billie Eilish examples, these Stormzy posters use very different branding but are good examples of different marketing strategies. You have a single release (left), tour poster (centre) and Amazon appearance (right):




Planning and sketching

1) Plan the marketing strategy and main focus of each of your posters. For example:

Poster 1: album release
Poster 2: tour poster
Poster 3: live appearance / social media event 

2) Plan the images you will take for each poster.

3) Write the copy (words) you will use on each poster - e.g. artist name, album/single/tour name (if relevant), any additional information such as review quotes etc.

4) Plan the social media content you will include in each poster e.g. hashtags, TikTok/Instagram etc.

5) Research and select the font or typography you will use for your posters - particularly your artist's brand identity. Remember to be consistent with what you have in video promotion too.

6) Produce sketches of your three posters, deciding which will be portrait/landscape/square and where the key information will be placed on each design.

Extension task
Create three new documents in Adobe Photoshop in either A4, portrait, landscape or square and start designing your print work (even if you don't have the images yet you can add the text, correct font/typography, social media content etc.) See the tutorials below to help you.

Photoshoot

1) Who do you need to photograph for your print posters? Remember, you need three separate original images - one for each poster. 

2) What camera shots do you need? Write a shot list for your photoshoots. Make sure you plan a variety of camera shots you will look to capture - medium shots, close-ups etc.

3) Plan the mise-en-scene. What costume, props or make-up will you require for your photoshoots? Think carefully about music genre and creating synergy with your video production.

4) Finally, note down the time and date for your photoshoots. This may be inside or outside school (or a combination of both). You will have Media lesson time for this in the week after the mock exams.

Statement of Intent

1) Once you have completed your research and planning, go back to your statement of intent and make sure you have included the print brief in your final draft. Then, submit the final draft statement of intent to your teacher.  


Online tutorials

Remember there are plenty of tutorials on YouTube that can help you create professional-level print work in Photoshop. If you finish all of your research and planning, search for examples like these: 



Use the next two weeks of lessons to complete these planning tasks - homework time is to finish exam work and revise for your mocks.

Due date for research and planning on Google Classroom.

Friday, January 06, 2023

Videogames: The Sims FreePlay part 2 - Industries

The second aspect of our in-depth case study on The Sims FreePlay focuses on industries.

We need to know how videogames are regulated and also the companies behind the game. However, the most significant aspect of this concept is the 'freemium' model that The Sims FreePlay uses.

Notes from the lesson

Regulation: PEGI
  • The videogames industry is regulated by PEGI – Pan European Game Information.
  • In the UK, the Video Standards Council is responsible for regulating game content. In 2012, PEGI was introduced to UK law to make the age ratings legally enforceable.
  • It is illegal to sell games to people below the age of the rating.
  • The Sims FreePlay is rated 12+ due to mild references to alcohol, sexual content and similar adult themes.

Electronic Arts
  • The Sims franchise is owned by Electronic Arts (EA), a huge name in the videogames industry.
  • The Sims FreePlay was developed by Firemonkeys Studios, EA’s Australian subsidiary.
  • The franchise was originally developed by Maxis after EA acquired the company.
  • EA is famous for big-budget console games such as the FIFA series but has moved more into mobile gaming in recent years.


The 'freemium' model
  • The Sims FreePlay uses the ‘freemium’ model – free to download and play but with in-app purchases. 
  • Although initially more popular with smaller, independent game developers, the freemium model is now a huge revenue generator for major publishers like EA.

The Sims FreePlay - Industries blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 2 - Industries' and complete the following tasks.

Regulation – PEGI

Research the following using the VSC website PEGI page - look at the videos and Q&A section.

1) How does the VSC and PEGI ratings system work and how does it link to UK law?

2) Click on the PEGI Rating tab in the top menu. What are the age ratings and what content guidance do they include?

3) What is the PEGI process for rating a game? 


The ‘Freemium’ gaming model

Read this Lifewire feature on freemium gaming and answer the following questions:

1) How does the freemium model work?

2) Why do some gamers believe freemium is ruining games?

3) What are the positives of the freemium model for gaming?



1) Note the key statistics in the first paragraph.

2) Why does the freemium model incentivise game developers to create better and longer games?

3) What does the article suggest regarding the possibilities and risks to the freemium model in future?


Read this New York Times feature on freemium gaming and answer the following questions:

1) Why did Temple Run use the freemium model?

2) The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

3) Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?


Electronic Arts

Read this Pocket Gamer interview with EA’s Amanda Schofield, Senior Producer on The Sims FreePlay at EA's Melbourne-based Firemonkeys studio. Answer the following questions:

1) How has The Sims FreePlay evolved since launch?

2) Why does Amanda Schofield suggest ‘games aren’t products any more’?

3) What does she say about The Sims gaming community?

4) How has EA kept the game fresh and maintained the active player base?

5) How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.


Finally, read this blog on how EA is ruining the franchise (or not) due to its downloadable content. Answer the following questions:

1) What audience pleasures for The Sims are discussed at the beginning of the blog?

2) What examples of downloadable content are presented?

3) How did Electronic Arts enrage The Sims online communities with expansion packs and DLC?

4) What innovations have appeared in various versions of The Sims over the years?

5) In your opinion, do expansion packs like these exploit a loyal audience or is it simply EA responding to customer demand?


Complete for homework: due date on Google Classroom.