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Showing posts from November, 2018

Minecraft audiences

Who is the target audience here? The target audience is the younger generation of people, pre-teen to teens. How can you tell? You can tell by the way the game is set out and how simple it is. The dialogue is also very simple and the way that they have made their characters have a sense of humour and the types of jokes made.  How does this differ from other versions of Minecraft? The players can get involved in something that has already been created/made for them. Make a list of the different ways that people can play (and interact with) Minecraft. For each of these, suggest who the audiences might be with reasons to support Console, phone, tablet etc

Crafting Participatory Culture

What is Jenkins's theory that the author is referring to here? How might it apply to how audiences interact with the Minecraft game? Jenkins defines this kind of culture as one in which fans and other consumers are invited to actively participate in the creation and circulation of new content. The way that this helps the audience interact with the Minecraft game is by having them actively participate in the game and the creation and circulation of new content. How is Minecraft different to conventional computer games in terms of narrative and what kind of experience this offers gamers? A user is both a 'producer' and a 'consumer' can be referenced as a 'prosumer'. Only about 10% of people produce material and 90% of people are still consumers. The fans can still have different levels of participation. How did YouTube respond to this trend? Have a look at what YouTube offers to gamers by going to the site. Watch a PewDiePie and Ali A video as part

How is Minecraft marketed differently to traditional methods?

The way that Minecraft is marketed differently to traditional methods is that to help spread the word of Minecraft, Mojang relied on the word of mouth between gamers and featured sites such as the Penny Arcade web comic, this would then generate interest amongst gamers. Whilst with other games, they would come out with a TV advert or something that would generate a lot of interest from consumers. Another way is the cultural impact, as whilst the word to mouth was working with gamers, they wanted to sell it to a bigger audience that probably haven’t played a video game before. The way they did this was by getting the audiences to share their own mods and game footage across web forums and video sharing websites e.g. YouTube where a bigger audience can watch. To help with the marketing they also released different versions which was moving away from creation and instead moving too only narratives, including story modes, spectator modes, educational modes and multiplayer functiona

An introduction to minecraft

1. What are the uses and gratifications of Minecraft? Give specific examples of how the game entertains, help audiences identify with others and educates. The uses and gratifications of minecraft are that they have made it so that the game is interactive for the audience and the primary reason for that is so then they can give feedback on the game and tell the creators what they want and what needs improving etc. The way that the game entertains the audience is by making it interesting, new and fresh. The way that they have the 'words' make it so then the players can escape for the stresses of everyday life and can now pretend to be in that game and as if it's real life. Minecraft helps educate the people that take part and play the game, it's the first game to teach them to create and not destroy, it educates people into building things with a special type of material which is seen as 'electricity' and if you attach something to that then it creates an activ