Thursday, 4 September 2014

Task 1 - Analysis of a Game Genre

Survival Horror:

Survival horror games over the years, all follow similar themes despite the differences in game play. There is always a player placed in a surreal situation in which they have to avoid death via various traps and/or enemies and escape. Survival Horror began back in the PSX days with Resident Evil introducing the genre to the world. The player was abandoned with other survivors in a zombie infested mansion, looking for the means to escape. The game introduced the "survive" element to horror, with ammo being extremely scarce, making the monsters extra terrifying. This also gave players the choice to conserve ammo and the choice to  run away from foes or take out each enemy as they came to them, and hope they ran across extra ammo. This element further added to the feel that the player was actually trying to survive the situation and not just running through a level. The game was also heavily based around puzzle elements, with the player having to backtrack to various parts of the mansion in order to find items that would allow them to access other locations. This combined well with the survival mechanic as all enemies the player previously left alive, would have to be faced again. This spawned many other games in the genre including "Dino Crisis," "Parasite Eve," etc... All with similar game play and structure to Resident Evil.


Along side Resident Evil, one of the most terrifying games ever to grace the gaming world was born in the new glow of survival horror; Silent Hill. Silent Hill was a unique take on the survival horror genre, giving the player free control of the camera and introducing enemies so disturbed and insane, they still classify as some of the scariest enemies of all time. Silent Hill introduced psychological horror the the gaming world with its very story based game play and non-linear levels where enemies could literally pounce on you from anywhere.The game also had a feature where the player had a radio that crackled whenever an enemy was nearby. This made things extremely nerve racking when you where in an open area with fog blocking your vision from any possible threats. From these game play additions, the game took fear to a whole new level, making you scared to the point where you were paranoid of the monsters lurking in the dark so much, you didn't want to turn the corner, for fear of what means of horror awaited you. Meanwhile through all of this, the puzzle solving element still remained with the player having to solve satanic puzzles and being forced to interact with extremely creepy individuals in order to proceed.


The success of these games were mainly down to how the genre presented itself at the time and how it made the player feel as if they were actually in these situations. The hard to use "tank controls" that many survival horror titles used, made the character fairly difficult to control and made times where the player had to run past enemies or escape, very intense. Similarly, these games gave the player a large amount of immersion with players controlling and interacting with charming and believable characters throughout the story. Nowadays, some survival horror games still keep these themes, with players scavenging for ammo whilst trying to escape from their doom, most recent of which being The Evil Within; an up to date homage to early survival horror titles, most notably of which, Resident Evil.


As video games progressed and new trends were forming within the games industry, so did the survival horror genre. Game play elements began to diversify, with survival horror games starting to appear vastly different. Resident Evil 4 introduced a more shooter heavy element, focusing more on the game play and story line instead of the puzzle solving element. Despite the lack of terrifying monsters, the intense feel being overrun with very little ammo remaining still stayed, and the fact that although the terrifying monsters were rare, that made them even more terrifying. The Regenerator still haunts me to this day with its near invincibility and nightmarish breathing. This proved that survival horror could take the leap from isometric, fixed camera angles with puzzle solving features being the main feature, to over the shoulder, action infused game play, with a more in depth story line.


Most recently, the trend in these games have been "pure" survival horror, in which the player has no weapons to defend themselves, with the only item they keep throughout the game being a flashlight or other light source. These games return to the puzzle solving game play style, but with the added factor of having to sneak past and avoid enemies, with them usually being one hit kills. The game to introduce this current trend being Amnesia: The Dark Descent. This game took the psychological horror feature and  took it to the next level, implementing an actual sanity meter that decreased when the player looked at the enemy for too long. This added to the scare factor as not only were you scared by first seeing an enemy, you were also dying in game.


Throughout every game in the survival horror genre, the game play structure through all of these are mostly linear due to how story based the games are and how the game has to work in order to try to scare the player. Many survival horror games work on the basis that the player triggers events in the game (usually in the form of puzzles) that set in motion events that attempt to impede or scare the player. and in order to do this, the game play has to be set in a slightly linear way. Even Silent Hill, with all its free roaming is still fairly linear, as the player has very little to do in that open space until they go to the area that has a key item or character, which will let the player progress further.


The narrative structure of the genre can be quite open, with some games allowing the player to make decisions along the game that can affect the story, with many games offering multiple endings and cut scenes. They do have the common theme of having the player character being dropped into a slowly spiralling situation that starts off fairly normal, and snowballs into something quite sinister, horrific or absolutely mad. The games in this genre tend to have a high level of immersion with the characters that you come across actually having an impact on you, especially when many games involve these characters being turned against you or violently killed.


The characters in horror games besides the player, are usually either unaware of the situation they are in and are quite delusional, sometimes turning out to be evil; or are survivors that fight alongside the character. An awful lot of survival horror games have a bad representation of big business corporations, with them usually being the reason the of the crisis in the game, i.e. a virus being released, digging to deep and releasing a monster etc...

Task 2 - Effects Debates

Effects Debates:

Violence:
For as long as violence has been included in video games, there have been those who believe violence in such games can have real life consequences such as inspiring children to have more violent thoughts or even provoke them to do violent acts. There is truth in the fact that people get angry at video games, aswell as some video games can be very violent such as the Call of Duty scene: "No Russian" in which the player mows down hundreds of innocents in an airport. This was extremely scrutinized by many and it was questioned if the developers crossed a line by adding this scene. This opinion is most popular amongst the older generation, who seem to have double standards about violence in the media, when they never seem to complain about violence in movies or television. Could it be that these people have watched violent movies and therefore understand that watching a movie in which violence occurs does not instantly turn you into a gun wielding psychopath? Could it be that these people are being quite pretentious with the majority who have this view, have themselves never played a video game or at the most, spent very little time playing one. Either way, I believe that violence in video games does not have any adverse affects on people, but there will always be people who are determined to say that they do.


Explicit Sexual Content:
Explicit sexual content is another issue raised, that has a fair basis for its accusations. Plenty of games on the market are guilty of over-sexualizing female characters, with women who wear barely nothing going into battle, along side men who are armored from head to toe, and graphic sex scenes with nothing held back. These games however tend to have an 18+ rating, although people younger than that, do play 18+ games. In my opinion, this should be up to the parent on whether they allow their children to play the game.


Abusive/Inappropriate Language:
The use of "Inappropriate" language in video games has been common place in recent years with the shooter genre being very popular, and alongside the genres aggressive nature, comes aggressive language. The level of how inappropriate the language in games has been, is another question that has frequently been asked and the point has been made that over use of foul language can offend some people. As "full on" as some of the language can be, it is rare that language of that nature is ever unexpectedly or out of context with the exception of games thata re based on violence like shooters; Although, if you're a grizzled veteran fighting in a war zone, you'd expect some kind of swearing towards the enemy as explosion and gunshots ring past your ears. Not to mention also that games that involve abusive or inappropriate language states on the back of the case that it does aswell as usually coming with a higher ESRB rating than usual such as 18+


Addiction:
Gaming addiction  varies from person to person and what games they play factors in on whether they are addicted or not. However it doesn't quite ruin lives as other addictions may do. people most tend to get addicted when playing MMORPG's which take a very large portion of time to even get anywhere, with players forming vast communities and friendships in a virtual space. Inevitably if you start to invest any time into something like that, you're going to want to invest a fair amount of time into it. Cases like this however does leave peoples real social life lacking and they may put things off in order to carry on with their game. With pay to win games, players may spend overly large amounts of money in order to advance  quickly. Again, this is only certain people who face an addiction this bad.


Stereotyping and Representation:
Intentional or not, stereotyping has been a part of gaming since all the way back in the 8 bit era, with almost every notable protagonist being male and almost every female character being cast as the damsel in distress. Nowadays, the level of stereotyping has toned down with women playing more empowered roles however they can fall into another role; almost every female character has to have good looks, such as Lara croft, Claire Redfield etc... Certain races are also stereotyped in video games such as gang members being mostly black in GTA or Asian people being the "Martial arts master" in many games, including: Onimusha, Street Fighter, Mortal Kombat etc... All of these stereotypes can be extremely offensive to those they are portraying, purposely or not.


Censorship:
Over the years, many games have been subject to censorship, mostly during the 8 bit era although some games are still being censored today. Back before games had ESRB ratings games had to be very careful about how adult or offensive in any way they made their games with  overuse of blood,violence, naked bodies or religious symbols being censored. Nowadays, many of those are commonplace although in some places they are still censored or even banned. In countries like Australia or Germany, many violent or 18+ games are heavily censored or even banned. In Germany, Saints Row 2 had every scene where someone took drugs or was killed or hurt, replaced with a black screen. People were very disappointed as it totally disjointed the game and took all the tension out of the cutscenes, actually encouraging people to pirate other versions of the game so that they didn't have to put up with it.

Task 1 - Response Theories

The hypodermic needle model:
This model is where an audience are fed a positive or negative media text and is stimulated for a response in order to gather data.
"The phrasing "hypodermic needle" is meant to give a mental image of the direct, strategic, and planned infusion of a message into an individual. But as research methodology became more highly developed, it became apparent that the media had selective influences on people." – http://en.wikipedia.org/wiki/Hypodermic_needle_model

The inoculation model:
This model follows the principle that when someone sees enough of a certain media message they become desensitised to it. For example, if someone views enough violence in the media, they are more likely to commit an illegal act as it is no longer seen as extreme.

"Inoculation Theory was developed by social psychologist William J. McGuire in 1961 to explain more about how attitudes and beliefs change, and more importantly, how to keep original attitudes and beliefs consistent in the face of persuasion attempts. Inoculation Theory continues to be studied today by communication, social psychology, and social science researchers. The theory has been assessed in varied context, including politics (Pfau et al., 1990), health campaigns (Pfau & VanBockern, 1994), and marketing (Compton & Pfau, 2004), among others."

The two step flow model:
"The two-step flow of communication or Multistep Flow Model says that most people form their opinions under the influence of opinion leaders, who in turn are influenced by the mass media. So according to this model, ideas flow from mass media to opinion leaders, and from them to a wider population." - http://en.wikipedia.org/wiki/Two-step_flow_of_communication
This model shows that opinion leaders have influence over people, who themselves are influenced by the mass media.
For example, during the 1940 presidential election, they found 50% of the voters had already made up their minds six months before the actual election and stuck with their decision despite seeing media debates and coverage.

The uses and gratifications theory:
This theory tries to explain how people use media to satisfy specific needs, such as a need for information, entertainment, personal identity and integration and social interaction.
Relating to games, on the information front, certain educational games are made for the benefit of teaching people on certain subjects such as maths, science etc... As for entertainment, that is the main reason for games, to provide entertainment. People can relate to games depending on what they are and depending on the person who is playing; one person can enjoy dark, brooding games that are more like movies than games, whilst others may enjoying exciting, interactive games that get them jumping around their room. For social interaction, many games involve multiplayer which allows players to play together and meet new friends.

“Diverging from other media effect theories that question "what does media do to people?", UGT focuses on "what do people do with media?"  - 

Reception theory:
“Reception theory provides a means of understanding media texts by understanding how these texts are read by audiences. Theorists who analyse media through reception studies are concerned with the experience of cinema and television viewing for spectators, and how meaning is created through that experience. An important concept of reception theory is that the media text—the individual movie or television program—has no inherent meaning in and of itself. Instead, meaning is created in the interaction between spectator and text; in other words, meaning is created as the viewer watches and processes the film.”  –
This theory realises that meaning in the text is made by the audience and not the producer. Meaning is encoded in the text but it’s up to the viewer to take something away from it.
There are usually three readings that can be gathered from audiences, the preferred reading, which is where the audience understands and accepts the ideology, The negotiated reading where the audience understands the ideology offered, accepts some aspects of it but rejects other aspects and the oppositional reading in which the audience interprets the ideology offered in the opposite way than it is intended.



Task 1 - Construction Analysis

Glossary of Terms – Construction Analysis

Media text- Media text refers to anything related to media that the audience can consume to learn about a certain piece of media i.e. newspapers, advertisements, magazines and games etc...


Semiotics- Semiotics is the study of reading signs and/or interpreting them when related to media texts. This could be a map marker in a game leading you to the objective like in The Last of Us or a dance direction like in Just Dance.

Genre- A genre is the style of a certain type of media, for example, an “action” movie or a “survival horror” game like The Last of Us.

Content- Content is what is shown to the audience and what is typically expected to be seen when related to the genre and game. For example, in a gritty survival-horror game like The Last of Us, you’d expect to see abandoned cars and groans of zombies.

Construction- The construction of content refers to how the content is set out or produced. This could be in the form or a narrative or through on screen prompts like in Just Dance.

Codes and conventions- Codes are signs which create meaning and can either be technical or symbolic. Conventions are the generally accepted ways of doing or presenting something and can be genre specific, Like in The Last of Us, the game is very gritty and dark much like all survival horror games, whilst Just Dance is bright and colorful.

Mode of address- Modes of addresses in games relate to what perspective you are told information which is mostly used for the audiences benefit. In Just Dance, you are told from an omniscient narrator that gives you tips on how you are doing. In the last of us, the main character, “Joel” speaks to himself or his companion “Ellie” to convey information to the player.



Target demographic- The target demographic is the audience that the game is aimed towards.


The Last of Us vs Just Dance Comparison:

The Last of Us:

Genre - The Last of Us is a survival horror/action game

Content - As The Last of Us is set in post apocalyptic setting, you'd typically expect to see abandoned cars, zombies shambling through desecrated streets.

Construction - Has a linear story line that is very narrative focused, with the story revolving around a zombie apocalypse.


Narrative conventions - The game play is a mix of stealth and action switching between sneaking past zombies and having a full blown shootout with bandits


Common codes - The game includes elements of combat with gunfights and melee combat being very prominent within the game, much like other survival horror and action games.

Just Dance:


Genre - Just Dance is a rhythm/party/dance game

Content - You would tend to see dancers with flashy backgrounds and big, bright text saying words like "cool" and "awesome" to rate your performance.


Construction - Has a list of songs that the player can chose from and dance to. May also download extra songs from the marketplace. Players copy the on screen dancers and try to mimic them as best as they can by performing the same actions in front of a camera. 


Narrative conventions - Game play consists of dancing to various songs and trying to get the best score that you can. No story would be expected from a a game like this, although future songs would be added as dlc to keep the game current.


Common codes - This game, like many other rhythm games, has on screen prompts telling you what button  press or move to make. Also, It gives feedback to what you're doing through the use of words like "awesome" or "Bad" based on how well you hit the prompts.

Task 3 - Presentation of Research Results

After getting a fair amount of replies to my surveys, I took the results and pasted them into separate power points for easier analysis.

Quantitative Survey Results:
From my results gathered, I found that the ages of the people that took this survey were either 10-20 or 41+ with 5 of the 8 people being in the 10-20 bracket. also, they were 4 males and 4 females . when asked how much disposable income they would spend each month on games the same, both the £0-£50 bracket and the £200+ bracket had the same percentage of 37.50% with 50-100 coming in second with 25%.  We asked what region they lived in and the majority came from the north of England, mostly in the north west, although, there were a large percentage hailing from other places out of England. it appears that a fair amount of people have had experience with the action/shooter genre with 62.5% saying they've had lots of experience. It turns out, only 62% of people had actually played GTA5 with the rest having no experience with the game at all. Despite this 87.5% actually said they enjoyed playing the game. On average,  of those who played, most played for 10+ hours a week with the rest playing from between 2-5 hours a week. 75% had of people had bought an actual copy of the game and the results were 50/50 when asked of they preferred single or multiplayer games.



Qualitative Survey Results:
For my qualitative results, I asked fewer, more in depth, open-ended questions and gathered quite interesting results. When asked what aspect of GTA5 they were most excited about when first seeing the game, it seems the overall response was the story and the amount of activities available in such a huge, open world as well as being able to explore it all along side your friends. They were then asked what they thought of GTA5's graphical style and the majority thought the graphics were superb and had a high amount of realism to them. when asked what their biggest criticism of the game was, no heists being in the game, which have been promised to be added for over a year now, were a few people's biggest criticisms, whilst others thought the lack of wildlife or very few platform releases were their biggest let down to GTA5. Finally, we asked if they had played other GTA titles and would they rate GTA 5 higher than the others in the series and why. the vast majority said that they would regard this as the best GTA although some said that they thought the feeling of the old games was missing with the updated graphics and game play changes.

Task 2 - Applying Research Techniques

Quantitative GTA 5 Survey:
As a group, we created a quantitative survey based on the game GTA 5 using the online survey provider, Survey Monkey. We devised a survey that would gather information about the type of people who play GTA 5 and the aspects they like about the game.  
We started by brainstorming ten questions that seemed appropriate to found Out the type of people who play and enjoy GTA. 

After coming with a final range of questions, we implemented the questions into the online format using survey monkey.

We used various formats to present the questions such as drop down menus and multiple choice check boxes.


Qualitative Research: 
Similar to the Quantitative Research survey, I made a Qualitative survey designed to get more informative answers than the previous, Quantitative one.
I used similar questions but allowed the survey taker to be descriptive when answering
the questions with text boxes for them to write into, other than just multiple choice answers.




Task 1 - Research Techniques

1.Quantitative research

Quantitative research is the act of gathering vague data from a large source of people, using closed, narrow questions that gather information that can be compiled into useful numerical data.



Image - http://themarketingdirectors.wordpress.com/2011/04/12/quantitative-vs-qualitative-research-the-great-debate-the-result-is-in-2/

For example:

"The report also found that adult women (31 percent) represent a "significantly" greater portion of the gamer population that boys 17 and younger (19 percent)."

Source: http://www.gamespot.com/articles/esa-women-make-up-almost-half-of-all-gamers/1100-6410363/

                                                                                                         

2.Qualitative research

Qualitative Research is the act of gathering data from a specific focus group, using more open questions, usually highlighting a certain demographic or article, usually resulting in word data as the line of questioning goes more in depth into the subject, allowing the group's answers to be more in-depth.


Image: http://www.okstate.edu/ag/agedcm4h/academic/aged5980a/5980/qualrsch/QUALRSCH/img009.JPG

For example, the creators of dead space showed a group of mothers footage of dead space and recorded their reactions and gathered their thoughts:



This video shows a focus group that shows that women over 35 are one of the largest demographic of online gamers:


                                                                                                       

3.Audience profiling

Audience profiling is the acquisition of demographics for a certain subject  through the use of psycho-graphic profiling, geographic profiling and demographic profiling.  It is used so that you can get your point across the right people and get the best result.



Psycho-graphic Profiling

Psycho-Graphics is the study of personality, values, opinions, attitudes, interests, and lifestyles. Because this area of research focuses on interests, attitudes, and opinions, psychographic factors are also called IAO variables. Psychographic studies of individuals or communities can be valuable in the fields of marketing, demographics, opinion research, futuring, and social research in general. - http://en.wikipedia.org/wiki/Psychographic 




Image:
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLtXiJTPjRqY0m8RJcpavAjiR54eQirmZDR5XD975hjF-a4FhuLXHyqQkd64OuuMCM58741gmCCZ9QLk-k-P0PXPzvls_m71GzPTYfkNLSyr3NVjBd6welyZPnYuSpT_1N0GUTj60Lv-Au/s400/CATERGORY.png

Image: http://www.exeideas.com/wp-content/uploads/2013/05/Psychographic-Vs-Demographics.png


Geo-demographics
Geo-demographics are used in the market industry to determine characteristics of a large group of people within a certain area.

Whilst "demographics" refers to the characteristics of a population, a "geodemographic" classification links people to where they live, using well-established clustering techniques to group statistically similar neighbourhoods into distinct classes.  - http://www.thewendovergroup.co.uk/cms/data/geodems/74-geodems


Image - http://wearesocial.net/blog/2013/03/comscore-2013-uk-digital-future-focus/

Image: http://i.dailymail.co.uk/i/pix/2013/04/24/article-2313942-1974CEA5000005DC-275_634x635.jpg