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HOW DOES YOUR OWN
PERSONAL EXPERIENCE OF
CONSUMPTION ILLUSTRATE
WIDER PATTERNS AND
TRENDS OF AUDIENCE
BEHAVIOUR IN THE
INDUSTRY YOU HAVE
STUDIED?
Introduction….
   Start of with introducing the question.
   State which industry you have studied and
    which case study you have looked at.
   Briefly answer the question by stating that you
    will describe in more detail about the trends
    and patterns you have noticed when playing
    games.
Paragraph 1
   Start by explain what consumption means and
    relate the term back to the case study.
   Also explain what is meant by audience
    behaviour and what relevance it has with the
    case study.
Paragraph 2
   Talk about how the convergences that you
    expect in video games is provide to you in the
    games you play.
   Then relate it back to the case study, for
    example, more immersive realistic graphics
    and motion control.
Paragraph 3
   Think about how the developers provide you
    with what the user wants.
   Sixaxis-PS3
   Gibbing
   Multiplayer
   Drop in Drop out (No waiting)
   More realistic game play (Cut Scenes)
Paragraph 4
   Describe the trends that you recognise when
    thinking about your own game playing
    experience.
   Explain how trends in the industry such as
    violence has become more popular. As more
    games in the industry are becoming more
    violent.
   This could also be linked back to paragraph 3.
Paragraph 5
   Describe the patterns that you recognise when
    thinking about your own game playing
    experience.
   Patterns in the industry such as more
    immersive gameplay and better graphics are
    being include in new games.
   This could be linked back to Dead Island.
Conclusion
   Finish off by re-answering the question.
   Go over the points you made before.
   Use other games as examples, including the
    case study to show how trends and behaviours
    towards games influence personal experience.

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Experience of consumption

  • 1. HOW DOES YOUR OWN PERSONAL EXPERIENCE OF CONSUMPTION ILLUSTRATE WIDER PATTERNS AND TRENDS OF AUDIENCE BEHAVIOUR IN THE INDUSTRY YOU HAVE STUDIED?
  • 2. Introduction….  Start of with introducing the question.  State which industry you have studied and which case study you have looked at.  Briefly answer the question by stating that you will describe in more detail about the trends and patterns you have noticed when playing games.
  • 3. Paragraph 1  Start by explain what consumption means and relate the term back to the case study.  Also explain what is meant by audience behaviour and what relevance it has with the case study.
  • 4. Paragraph 2  Talk about how the convergences that you expect in video games is provide to you in the games you play.  Then relate it back to the case study, for example, more immersive realistic graphics and motion control.
  • 5. Paragraph 3  Think about how the developers provide you with what the user wants.  Sixaxis-PS3  Gibbing  Multiplayer  Drop in Drop out (No waiting)  More realistic game play (Cut Scenes)
  • 6. Paragraph 4  Describe the trends that you recognise when thinking about your own game playing experience.  Explain how trends in the industry such as violence has become more popular. As more games in the industry are becoming more violent.  This could also be linked back to paragraph 3.
  • 7. Paragraph 5  Describe the patterns that you recognise when thinking about your own game playing experience.  Patterns in the industry such as more immersive gameplay and better graphics are being include in new games.  This could be linked back to Dead Island.
  • 8. Conclusion  Finish off by re-answering the question.  Go over the points you made before.  Use other games as examples, including the case study to show how trends and behaviours towards games influence personal experience.