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Audiences and Video Games
Uses and Gratifications Theory
• This theory states that audiences are attracted
to media texts that are USEFUL or which
provide them with some GRATIFICATION
(pleasure)
• Blumler and Katz (1979) theorised that these
uses and gratifications fell into four categories:
– Diversion – something to pass the time
– Personal Relationships – something which allows you
to make more productive friendships, for example by
giving you something to talk to your friends about
– Personal Identity – something which allows you to
define who you are
– Surveillance – something which allows you to find
out about the world around you
Uses and Gratifications Theory
• David Morley (1991) argued that there were
five types of uses and gratifications:
– Cognitive (learning – the text helps you find out
something)
– Affective (the text affects you and provides
emotional satisfaction)
– Tension Release (the text allows you to relax or
let off steam)
– Personal Integrative (the text helps you to define
your own personal identity)
– Social Integrative (the text helps you with social
interactions e.g. by providing a topic of
conversation or way or interacting with others)
Richard Dyer’s Utopian Solutions
• “Utopia” is an imaginary ideal world
• Richard Dyer argues that “entertainment offers the
image of ‘something better’ to set against the
realities of day-to-day existence.”
• This is the idea of “escapism”
• Inside the world of a video game your existence can
be “better” than in the reality of day-to-day
existence
Richard Dyer’s Utopian Solutions
Real World Problem
• Exhaustion
• Dreariness
• Boredom
• Fragmentation/Loneliness
• Scarcity/poverty
Entertainment World Utopian
Solution
• Energy
• Intensity
• Excitement
• Community/companio
nship
• Abundance/wealth
The idea of aspiration
• Aspiration is the idea of wanting something
better than what you have
• Advertising, marketing and promotional
material will often present an idealised
representation of the world – a Utopian
Solution – as audiences will aspire to that
lifestyle and its trappings
How does the trailer/poster/website
use representations to appeal to its
audience?
• Use audience theories in your answer
• What uses and gratifications does the trailer suggest
the game offers?
• What utopian solutions does the trailer suggest the
game offers?
• Give examples of idealised representations that
create audience aspirations
Choose two contrasting games
Maslow’s
Hierarchy of
Needs
The Uses and
Gratifications
Theory
Explain what
kind of
experiences
are being
promised to
the audience
Casual or serious?
Are these games / franchises casual or
serious?
• Call of Duty
• Super Mario
• Legend of Zelda
• Candy Crush Saga
• Professor Layton
• FIFA
• The Sims
• Battlefield
• Metal Gear Solid
• Dark Souls
• The Elder Scrolls
• Angry Birds
• Temple Run
• Minecraft
• Worms
• Assassin’s Creed
• Just Dance
• Singstar
Video game audience stats
Source: www.iabuk.net
Who plays games?
• 82% of 8-65 year olds
• Over 27.6 million adults
• Over 5 million 8-15 year olds
When do people play?
What do they play on?
Gaming is social
• 72% of adult players
play socially, either in
person or online
• 96% of children play
socially
Games are about social interaction
• 72% of players have played with others
• 81% have played with others in person
• 54% of social network players have played
with others over a network
• 41% of browser games are played with
strangers
Writing task
• What three conclusions can you draw from
the statistics you have been given?
e.g. “Whether the audience plays video games is
not dependent on their gender as 49% of
gamers are female, and 51% male.”

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Semelhante a Here are three conclusions I can draw from the video game audience statistics provided:1. Video games have mass appeal across different age groups, with the vast majority (82%) of people aged 8-65 in the UK playing games. They are not just for children or a niche hobby. 2. Social interaction is a major part of the gaming experience for many players. Over 70% of adult players and virtually all children play socially in some form, showing that games are about shared experiences. 3. Platforms for playing games have diversified, with people enjoying games on consoles, PCs but also mobile devices. This means the audience is not limited to traditional platforms and can integrate gaming into more aspects of daily life

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Semelhante a Here are three conclusions I can draw from the video game audience statistics provided:1. Video games have mass appeal across different age groups, with the vast majority (82%) of people aged 8-65 in the UK playing games. They are not just for children or a niche hobby. 2. Social interaction is a major part of the gaming experience for many players. Over 70% of adult players and virtually all children play socially in some form, showing that games are about shared experiences. 3. Platforms for playing games have diversified, with people enjoying games on consoles, PCs but also mobile devices. This means the audience is not limited to traditional platforms and can integrate gaming into more aspects of daily life (20)

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Here are three conclusions I can draw from the video game audience statistics provided:1. Video games have mass appeal across different age groups, with the vast majority (82%) of people aged 8-65 in the UK playing games. They are not just for children or a niche hobby. 2. Social interaction is a major part of the gaming experience for many players. Over 70% of adult players and virtually all children play socially in some form, showing that games are about shared experiences. 3. Platforms for playing games have diversified, with people enjoying games on consoles, PCs but also mobile devices. This means the audience is not limited to traditional platforms and can integrate gaming into more aspects of daily life

  • 2. Uses and Gratifications Theory • This theory states that audiences are attracted to media texts that are USEFUL or which provide them with some GRATIFICATION (pleasure) • Blumler and Katz (1979) theorised that these uses and gratifications fell into four categories: – Diversion – something to pass the time – Personal Relationships – something which allows you to make more productive friendships, for example by giving you something to talk to your friends about – Personal Identity – something which allows you to define who you are – Surveillance – something which allows you to find out about the world around you
  • 3. Uses and Gratifications Theory • David Morley (1991) argued that there were five types of uses and gratifications: – Cognitive (learning – the text helps you find out something) – Affective (the text affects you and provides emotional satisfaction) – Tension Release (the text allows you to relax or let off steam) – Personal Integrative (the text helps you to define your own personal identity) – Social Integrative (the text helps you with social interactions e.g. by providing a topic of conversation or way or interacting with others)
  • 4. Richard Dyer’s Utopian Solutions • “Utopia” is an imaginary ideal world • Richard Dyer argues that “entertainment offers the image of ‘something better’ to set against the realities of day-to-day existence.” • This is the idea of “escapism” • Inside the world of a video game your existence can be “better” than in the reality of day-to-day existence
  • 5. Richard Dyer’s Utopian Solutions Real World Problem • Exhaustion • Dreariness • Boredom • Fragmentation/Loneliness • Scarcity/poverty Entertainment World Utopian Solution • Energy • Intensity • Excitement • Community/companio nship • Abundance/wealth
  • 6. The idea of aspiration • Aspiration is the idea of wanting something better than what you have • Advertising, marketing and promotional material will often present an idealised representation of the world – a Utopian Solution – as audiences will aspire to that lifestyle and its trappings
  • 7. How does the trailer/poster/website use representations to appeal to its audience? • Use audience theories in your answer • What uses and gratifications does the trailer suggest the game offers? • What utopian solutions does the trailer suggest the game offers? • Give examples of idealised representations that create audience aspirations
  • 8. Choose two contrasting games Maslow’s Hierarchy of Needs The Uses and Gratifications Theory Explain what kind of experiences are being promised to the audience
  • 10. Are these games / franchises casual or serious? • Call of Duty • Super Mario • Legend of Zelda • Candy Crush Saga • Professor Layton • FIFA • The Sims • Battlefield • Metal Gear Solid • Dark Souls • The Elder Scrolls • Angry Birds • Temple Run • Minecraft • Worms • Assassin’s Creed • Just Dance • Singstar
  • 11. Video game audience stats Source: www.iabuk.net Who plays games? • 82% of 8-65 year olds • Over 27.6 million adults • Over 5 million 8-15 year olds
  • 12. When do people play?
  • 13. What do they play on?
  • 14. Gaming is social • 72% of adult players play socially, either in person or online • 96% of children play socially
  • 15. Games are about social interaction • 72% of players have played with others • 81% have played with others in person • 54% of social network players have played with others over a network • 41% of browser games are played with strangers
  • 16. Writing task • What three conclusions can you draw from the statistics you have been given? e.g. “Whether the audience plays video games is not dependent on their gender as 49% of gamers are female, and 51% male.”