Tuesday 15 December 2009

Practice Exam Questions

Last Junes AS exam question was:

How important is technological convergence for institutions and audiences?

Here are some other example questions that we have written to help you prepare for the exam:
(Please be aware that the exam question is unseen and could relate to any aspect of a media products production, distribution or exhibitions. In the exam you will not get a choice of question)

1) To what extent is multi-platform publication beneficial to media institutions and audiences?

2) With reference to your chosen case study consider how important interactivity is to media institutions?

3) What has the impact of increased connectivity been on the media production, distribution and exhibition process?

You could practice by writing an essay plan or a timed essay answer. You should spend 45 minutes answering your chosen question. Don't forget to get your media teacher to mark your practice answer or plan.


Friday 22 May 2009

Quick Examples

A game that has limited means of distribution:
Wii Fit needs the Wii Fit Balance Board to play it. The need for this extra piece of hardware means that the game can’t be made available as a download – it has to be purchased from a shop or online store.

A game that was originally available digitally:
Alien Hominid – was a 2D shoot-‘em-up that was free to play on the Newsground website. Such was the popularity of the game that a full console version was created for the PlayStation 2 and GameCube.

A developer that has become vertically integrated
Valve Software, the developers behind the hugely successful Half-Life series, created an online content delivery system called Steam. Initially it was thought this would be for the distribution of updates and patches for Valve’s game, but it became apparent that it could be used for the distribution of whole PC games.
Valve can now distribute their PC games without the need to include retailers in the process – however, they do have a publishing deal with EA for their PS3 and Xbox 360 games.
Many other publisher use Steam to distribute their PC games (eg Rockstar with GTA4), but have to share the revenue taken with Valve.

A game in development that doesn’t have a publisher:
The Outsider – a 3rd person action game that is being developed by Frontier Developments for PC, PS3, Xbox 360. This project was started and has continued without publisher funding.

A publisher that does not develop their own games:
505 Games – a publisher that acquires games mainly created by Japanese developers. For example they made an agreement with developers CML to publish the game Cooking Mama in Europe, but other companies published the game in the US and Japan.

Games that don’t need publishers:
Developers creating games for the iPhone can self-fund development (as they are relatively cheap to make) and then use Apple’s existing distribution structure (the App Store) to get the product to the consumers. (N.B. Apple state that 70% of revenues from the store to instantly go to the seller of the app, and 30% go to Apple.)
E.g. Illusion Labs created the game Touch Grind for the iPhone. Games found on Face book.

Using controversy to publicise a game:
For the release of the racing game Burnout, the publishers Acclaim started a competition/promotion for gamers to send in speed camera photos of them breaking the speed limit. Acclaim would then pay the speeding fine for the entry clocking the highest speed. This of course caught the attention of the press who criticised the encouragement of such dangerous behaviour which in turn help spread the about game.

A game that changed publishers:
Developer’s Sports Interactive created the Championship Manager football management sim, this was published by Eidos. The game was hugely successful but Sports Interactive split from their working relationship with Eidos in 2004. The decision was that Eidos could keep the brand name “Championship Manager”, but Sports Interactive could keep all the game code and database.
Sports Interactive then took their game to another publisher, Sega, and released it under the name Football Manager – billed as from the ‘creators of the Championship Manager series’.
Eidos released another version of Championship Manager but had to create the game from scratch with another developer.

A game that changed developer:
Core Design were a development studio owned by publisher’s Eidos. It was Core Design that created Lara Croft and the Tomb Raider games. The series was hugely successful until the release of Tomb Raider: Angel of Darkness which was a commercial and critical flop.
Even though Core Design created the game, it was Eidos that owned the ‘intellectual property’ (the rights to use the Tomb Raider ideas and brand) and found another development studio to make Tomb Raider - another Eidos owned developer – Crystal Dynamics.

Key Definitions

Proliferation
Definition: A rapid increase in the number of a certain type of product.

Use: There are a number of different gaming formats, each with their own unique qualities - PS3, 360, Wii, DS, PSP, 360 and PC - subsequently Rockstar have to adapt their GTA experience to suit the format. So the PS3, 360 and PC get complete the GTA 4 experience, the DS, PSP and phone get GTA: Chinatown Wars.

Technological convergence
Convergence of technology occurs when multiple products come together to form one product with the advantages of all of them.

Use: The PlayStation3 is an example of technological convergence as it is machine that not only plays game, but can be used to watch Blu-Rays, surf the internet and organise and display digital content such as photos and music.

Media Convergence
When old and new media intersect in such a way that the way in media producers and media consumers interact changes.

Use: The consumption of GTA 4 is a good example of media convergence as consumers have used both old and new media to alter the way in which they experience the game. For instance GTA fans have used the internet to create fansites and communities to share tips, stories and experiences about the game. They have also developed their own modifications and shared them over the internet.

Or when two different media types combine to create a new experience.

Use: GTA4 uses licensed tracks for the radio stations in the games combining videogames and popular music to create new realistic experience and environment.

Synergy
Definition: The interaction of two or more agents to ensure a larger effect than if they acted independently.

Use: Rockstar used synergy in their marketing by timing the release of the first trailer to coincide with the release the first GTA 4 magazine preview which was in the US games magazine Game Informer.

Viral Marketing
Definition: A marketing technique aiming at reproducing "word of mouth", usually on the internet and through existing social networks.

Use: Rockstar used viral marketing to increase awareness of GTA 4 by setting up spoof websites designed to be ‘discovered’ by GTA fans who would then spread the word.

Guerilla Marketing
Definition: The use of unconventional and low cost marketing strategies to raise awareness of a product.

Use: To promote GTA 4, Rockstar used Guerilla marketing, putting up ‘wanted posters’ over New York, stickers up on notice boards and commissioning works of graffiti that featured characters from the game.

Vertical Integration
Definition: Absorption into a single firm of several firms involved in all aspects of a product's manufacture from raw materials to distribution.

Use: Rockstar Games have become a vertically integrated company by buying developers they have previously worked with, such as DMA Design who became Rockstar North and Angel Studios who became Rockstar San Diego. By doing this Rockstar have control over development, funding and marketing of their products.

Third Party Game
A game made by a company that is completely independent from the manufacturers of the console that the game is played on.

Second Party Game
A game created exclusively for a specific console through a contract agreement with the console manufacturer. (The console manufacturer may own a percentage of the studio, but not enough to give it a controlling interest.)

First Party Game
A game created by the console manufacturers themselves or by a developer in which the console manufacturer has a controlling interest (over 51% of shares).

Game Engine
A game engine is a software system designed for the creation and development games.

Developer
The software developers who create the game.

Publisher
The company that funds, market and distribute games that they have developed internally or have commissioned or acquired from an independent games developer. (NB even though most publishers also develop games as well, they are referred to as ‘publishers’ to differentiate them from the companies that just develop games.)

Machinima
Derived from the words ‘machine’ and ‘cinema’, Machinima is art of filmmaking created by using real-time recording of computer games, virtual worlds or any already-existing 3D digital worlds.

Modding
Modding is a slang expression that is derived from the word "modify” and refers to the act of modifying a game to perform a function or to include content not originally conceived or intended by the designer, and then usually shared via the internet.

Sandbox Game
A game that allows the gamer to ignore the main objectives of the game (usually the Story Mission) and engage in other non-goal orientate activities.

Thursday 21 May 2009

Videogames Quiz – April 09

1) Which companies were responsible for creating the following consoles?
a) GameBoy
b) PSP
c) Xbox360
d) Jaguar

2) What do the following initials mean?
a) FPS
b) MMORPG
c) DLC
d) RTS
e) TBS

3) Which individuals are regarded as being responsible for the creation of these games characters?
a) Solid Snake
b) Mario
c) Lara Croft
4) Who were the developers and the publishers for the following games?
a) Tony Hawk’s Proving Ground
Developer:
Publisher:
b) Halo 3
Developer:
Publisher:
c) Resident Evil 5
Developer:
Publisher:

5) Give three examples of games for each of the following genres.
a) Shooter
1.
2.
3.
b) Sports
1.
2.
3.
c) Driving
1.
2.
3.
d) Action/adventure
1.
2.
3.
e) RPG
1.
2.
3.

6) What is the difference between a game described as a simulator and one described as an ‘arcade’ game?

Wednesday 20 May 2009

"Red Dead Revolver" - Case Study

Released: June 2004
Developed by: Rockstar San Diego (formerly Angel Studios)
Published by: Rockstar Games

DEVELOPMENT
In 2002 Capcom, the hugely successful Japanese games publisher, announced that they were working on a Western themed shoot-‘em-up called Red Dead Revolver. Developing the game for them were US based company Angel Studios who previously had ported Capcom’s Resident Evil 2 to the N64.
The game was due for release in March 2003 and was an arcadey shoot-‘em-up that used a mythical vision of the west with a mix of pantomine villains and comic characters. This wasn’t gritty or realistic recreation of the Wild West.
Also the presentation of the game was bold and intrusive, with large health and ammo gauges cluttering the screen.

CAPCOM’S RED DEAD REVOLVER
*Loads of on screen information – cluttered in its presentation of onscreen information

As well as working on Red Dead Revolver for Capcom, Angel Studios were working on the Smuggler’s Run and Midnight Club for Rockstar. Then in November 2002 Rockstar bought Angel Studios for $28million and renamed them Rockstar San Diego.

Despite Rockstar’s purchase the team working on Red Dead continued with the development. Capcom then announced in August 2003 that they would no longer be publishing the game. In December of 2003 Rockstar announced that they had acquired the game from Capcom and would be releasing it in the summer of 2004.

Rockstar changed the tone of the game giving it a grittier look and feel, they altered the presentation to give it a cleaner look (in terms of on screen information and increased the amount of blood and violence, enough to warrant a 16+ PEGI rating.

ROCKSTAR’S RED DEAD REVOLVER
*Less intrusive HUD (Heads-Up-Display) and a much cleaner presentation.

MARKETING
It wasn’t just the look of the game that changed, the way it was marketed changed. Take a look at these two trailers of Red Dead – one from Capcom and one made by Rockstar.

Capcom’s Red Dead Revolver Trailer:

The music is typical of a spaghetti western, but used for almost comic effect rather than giving the game any authenticity. The focus is purely on the game’s action rather than environment or atmosphere, and it is frantic in its delivery.

Rockstar’s Red Dead Revolver Trailer:

This is much more like a movie trailer in pace and presentation. It lingers over the environments before showing some of the action. When the action is then presented it’s from a contrived and stylish angle rather than the perspective from which it would be played in the final game.

RECEPTION
Red Dead received a warm if not necessarily gushing critical response and has a 75% rating on Game Ranking. It was released for the PS2 and Xbox and sold 1.5 million copies.
It does however stick out from Rockstar’s other games, which tended to focus on cool, contemporary culture and relative realism.

“Rockstar acquired the partially-built bits of first game, Red Dead Revolver, from Capcom. So with Red Dead Revolver, Rockstar wound up polishing and completing the product, but the core wasn't what Houser termed a "Rockstar design." "It didn't fundamentally play like a Rockstar game," he said.”
Exert from Ign.com feature interview with Rockstar co-founder Dan Houser (08/05/09)


RED DEAD REDEMPTION
Red Dead Revolver sold well enough to warrant the production of a sequel, so Rockstar began work on a follow-up called Red Dead Redemption. The first glimpse of this came in 2005 during the unveiling of the PlayStation3 so it has obviously been in development for some time.
Unlike Red Dead Revolver this will be a ‘Rockstar game’ from concept to completion and so will be a very different game to the original.

"We loved the mechanic of Deadeye (a slow motion aiming gameplay feature) and thought it was executed very nicely for the time… so we wanted to keep that and keep the Wild West theme, but beyond that I don't think there's much that's being kept. I think the way we came to see Red Dead Revolver as being about the kind of myths and iconic images of the Old West, the cowboy with the scar on his face, the Indian, or the iconic set pieces put together in a somewhat linking story but it was really about trying to show off these very iconic myths about the Old West. Then what we wanted to do with Red Dead Redemption was to do something that felt more like the reality of the Old West…Story-wise we felt there was no point linking them because it wouldn't make any sense."
~ Exert from Ign.com feature interview with Rockstar co-founder Dan Houser (08/05/09)

Here are Red Dead Redemption’s key features:
  1. Different time period to Red Dead Revolver, a different lead character and different style of gameplay.
  2. Redemption is set in an open world in which you are free to explore, take on missions, hunt wildlife, play mini-games, shoot at whoever you want, and progress through the story. It’s a sandbox game.
  3. The lead character is John Marston a former bandit turned lawman who is trying to lead ag conventional life until his past catches up with him.
  4. For transport there will be horses, trains, and stagecoaches all around the game world for you to hop into. You can buy horses in town or use your lasso to break ones in the wild. On trains and stagecoaches you can either stay on in real time or, if you just want to get somewhere quickly, can just take a nap. When you wake up, you'll be at your destination.
  5. Missions include helping or robbing the characters you come across, you can take on jobs for the Marshall and there’s even gambling in the local saloon.
  6. While you’re allowed to shoot at anyone, just like in GTA if you shoot innocent citizens the locals will form a posse to hunt you down. Act too recklessly and you’ll be unwelcome in certain towns.
  7. Just like GTA 4 it will use the RAGE game engine and Natural Motion’s Euphoria.
  8. The game already has an 18+ PEGI rating which suggests it will have violent and mature content.
The Trailer:

See how it’s very similar to the GTA 4 trailers by focusing on the environment and the world in which the game is set. Again there’s a voice over to convey that the game is story led and it also feels like film trailer.

Tuesday 12 May 2009

GTA - Brief History Poster (PDF)

Thursday 7 May 2009

Exhibition


Exhibition is another key term to understand in the context of videogames, there is some crossover between exhibition, consumption and marketing.
This diagram should give you an idea of some of the things you could discuss if you were asked to talk about exhibition in the context of videogames.




S2 - Rockstar Games Case Studies

Case Study - Manhunt by Chris & Emily
Case Study - Max Payne by John & James
Case Study - Midnight Club LA by Tom & JJ
Case Study - Body Harvest by Sam & Alice
Case Study - Bully by Ed, Charmaine & Connor
Case Study - Warriors by Gerald & Josh

Wednesday 6 May 2009

Video Games Regulation

Videogames in the UK are classified by two regulatory bodies. The BBFC (British Board of Film Classification) classify approximately 10% of all videogames released. PEGI (Pan-European Game Information) classify the other 90%.

  • Are a non-governmental regulatory body
  • Their age classifications are enforced by law.
  • They classify videogames which contain video footage of, or depictions of the following:
  • Human sexual activity
  • Acts of gross violence towards humans and animals
  • Criminal activity
  • Drug use

  • Are a self-regulatory body (set up voluntarily by the videogame industry to regulate their own products)
  • Their classifications are guidelines for parents and retailers and are NOT enforced by law.
  • If any game contains depictions of human sexual activity, acts of gross violence towards humans or animals, criminal activity or drug use, by law the game is exempt from PEGI classification and must be classified legally by the BBFC before sale.
Go to the website: http://www.pegi.info/en/index/id/28/

PEGI ratings:

Distribution, Exhibition and Consumption

Read the following articles for some views on Distribution, Exhibition and Consumption around GTAIV and the Video Games Industry as a whole.

OnLive could threaten Xbox, PS3, and Wii (Cnet)Video Game Makers Seeing Red (The New York Times)
Grand Theft Auto IV release will re-ignite console battle (Telegraph)
GTA 4 Music Distribution Model Unveiled (Digital Battle)

Tuesday 5 May 2009

Production - RAGE & Euphoria

All videogames made by Rockstar today use RAGE and Euphoria.

Click on Euphoria for a demo of this technology and a direct comparison between Euphoria and RagDoll Physics.

In 2006 Table Tennis was the first game that Rockstar developed using RAGE (Rockstar Advanced Games Engine) and Euphoria, all subsequent Rockstar games use this technology, including GTA IV. The thing that makes Euphoria interesting is the naturalistic movement of the characters, the use of artificial intelligence and it ensures that the characters act and react differently everytime. Before Euphoria a lot of games developers used Ragdoll Physics.

Before Rockstar developed their own games engine (RAGE) they used to use a games engine called RenderWare, which was made by an external company called Criterion. Rockstar stopped using RenderWare and decided to develop their own games engine after EA, a rival games company, bought Criterion.

Distribution Case Study

Friday 1 May 2009

The Origins of Rockstar Games

R1 Rockstar Case Studies


GTA IV - Marketing

Presentation on Rockstar Games' marketing for GTA IV...

Monday 27 April 2009

Some Student Mock-Up Videogame Covers

Thursday 23 April 2009

Rockstar Games Gameography


Wednesday 22 April 2009

Zero Punctuation's Satirical Review of GTA IV

Tuesday 21 April 2009

Videogames: Glossary of Terms

Avatar
The visual representation or embodiment of the game player on the screen.

Backstory
Videogames often have a brief story section at the start of the game to justify the scenario that the player finds him/herself in.

Beat-‘em-ups
A genre of videogame in which the key objective is for the player to beat up various opponents, the opponents can be defeated in a number of ways. This is a diverse and very popular genre, most beat-‘em-ups will have a multi-player mode on them.

Convergence
In the context of videogames it is the way in which platform developers have moved towards consoles being multi-functional. For example, instead of having three or four different devices to enable consumers to browse the internet, play a videogame and watch a DVD all of these activities can now be done by one piece of technology such as the Wii which is a games console, social-networking tool and internet browser. The downside to this process is that with the increase of multiple functions many of the converged devices are not as good at the individual functions, for example a games console is not as good at playing DVDs as a standalone DVD player.

Cutscenes
The term used to describe scenes in videogames in which the player doesn’t have any control over. They often contain narrative information to justify the forthcoming section or level of the game. Some cutscenes can be extremely detailed to help develop the narrative. Players can find that cutscenes obstruct the process of gameplaying.

Developers
The teams that create the videogames (the software that runs on consoles, PCs and handhelds). Developers may be ‘first party’ (directly owned by a platform holder), ‘second party’ where there is some platform holder support or funding, or ‘third party’ who are unaffiliated with the platform holder.

Distributors and Retailers
The role of the distributor is to get videogames to retailers in order to sell to consumers. As the majority of videogames are currently distributed in physical form (ie on CD, DVD or cartridge), this means getting game boxes onto retailers’ shelves or to warehouses. However, recent moves within the industry have pointed to the increased use of electronic distribution with extra levels or even whole games being downloadable.

First-person shooters
A genre of videogame in which the player’s view is first person, this means that the player does not see his or her character during play sequences. The key gameplay element is to shoot things. Often the game will allow the player to use a light gun as a controller.

Interactivity
A slippery term that is used in many contexts. In videogames, interactivity refers to the player’s ability to exercise control over the action presented onscreen by taking control of a character, piloting a spaceship or driving a car, for example. Interactivity is ooone of the defining features of videogames and they are often called ‘interactive entertainment’, although many parts of the games, such as cutscenes, do not allow such ‘interactive’ control over events.

Killer app (killer application)
The name given to a key piece of software associated with a particular piece of hardware that will help drive sales due to its popularity. An example of a killer app most recently is Brain Training on the Nintendo DS, which has boosted sales and attracted a new generation of older gamers to the console.

MMORPG
This refers to Massively Multi-player Online Role Playing Games, for example, Second Life or Club Penguin.

Mod/Modder
Mods are literally ‘modifications’ to games that change their appearance, structure or level design, for example, but that usually leaves the underlying gameplay and mechanics intact. Most common in the world of PC games, the practice of modding relies on free ‘mod tools’ released by game developers. Most mod tools are distributed freely but their use is governed by End User License Agreements (EULAs), which usually prohibit modders or mod teams from selling their creations for commercial gain.

Platform Holders
Platform holders manufacture the hardware on which videogames run. The three main companies at present are Sony who manufacture the PlayStation series, Microsoft who produce the Xbox series, and Nintendo who produce the Wii, GameCube, Game Boy and Nintendo DS.

Publishers
Publishers provide money and support for the development teams who create videogames. Ubisoft and SCI (incorporating Eidos) in the UK, as well as Sony Computer Entertainment, Microsoft, Nintendo and Electronic Arts are among the larger videogame publishers.

Ratings bodies
Videogames, like other media, are subject to classification and age rating. While practice differs throughout the world, the UK operates a two-tier system within the voluntary guidelines of the European PEGI (Pan European Games Information) system and the mandatory BBFC regulations as determined by the Video Recordings Act of 1984.

RPG – Role Playing Games
A role-playing game is a videogame where the player controls one or all of the characters, and wins the game by completing a series of quests. A key feature of the genre is that characters grow in power and abilities, and characters are typically designed by the player. Players explore a game world, while solving puzzles and engaging in tactical combat.

Simulation
The deliberate artificial imitation of an experience, or a process, with the intention of making the imitation as close as possible to the ‘real thing’. Often used for training purposes where it is not possible to access the real experience.

Synergy
The basic definition of synergy is the interaction of two or more forces so that their combined effect is greater than the sum of their individual effects. In the context of the media it is the promotion and sale of a product (and all its versions) throughout the various subsidiaries of a media conglomerate, for example, films, soundtracks or video games. To give a detailed example the Spider-Man films had toys of webshooters and figures of the characters made, as well as posters and videogames, this resulted in the creation of more revenue for the creators of the Spider-Man franchise than if they had just released the one film.

Sources:
McDougall , Julian & O'Brien, Wayne (2008) Studying Videogames London: Auteur Publishing
Newman, James & Oram, Barney (2006) Teaching Video Games London: Bfi Publishing

The Golden Age Of Videogames (BBC)

Edge magazine is notoriously parsimonious when it comes to handing out 10 out of 10 review scores for video games but in the past three issues there have been three of them.
Halo 3, The Orange Box and Super Mario Galaxy have all been awarded one of the highest accolades in gaming - a perfect score from Edge. And plenty of other games have been given near perfect scores also - from Bioshock to Crysis, Drake's Progress and Call of Duty 4... read more

Grand Theft Auto

The Grand Theft Auto series of games are extremely popular and have been subject to a number of articles both for its content and its innovative gameplay. One of the most interesting aspects of the gameplay is the ability to roam freely around the various cityscapes. An article on gamestudies, an online academic journal discusses representations and gameplay in GTA:3 Liberty City. This is perhaps the version of the game that allows the most 'free play'. It is worth reading especially if you have chosen to analyse one of the GTA series for your presentation.

Here is the intros to both GTA: San Andreas and GTA: Vice City. Both show the stereotypes for the era that the games are set in, and set the scene for the games in genre and location...


GTA: San Andreas


GTA: Vice City

Also have a look at this clip from film, "Colors" it shows a car chase that wouldn't look out of place in San Andreas!


Colors (1988)

The Next Generation (BBC Article)

The Video games industry is obsessed with the phrase "next generation", but what does it actually mean? What can gamers expect from any game given that name?

CLICK HERE TO GO TO THE BBC ARTICLE
also watch the episode of >CLICK (BBC Tech Programme) about this article too..

BBC Report: Gaming Habits

The BBC have investigated how people play videogames and also what type of games we play. The report is a PDF file and features a number of differnet profiles of gamers. The age range of players is varied and covers ages 6-65.

Political Videogames

Videogames are not just about randomly conquering worlds, beating your best friend at Mario Kart or even being unbeatable at Pro Evolution Soccer. They can have another purpose and cover current affairs, one example of how this can be done is by using a game such as 'The Movies' where one user, Koulamata has created a movie about the French Riots that happened last summer.


Gonzalo Frasca is also involved with games that carry a political or social message and has been involved with a number of games that deal with current affairs. One September 12th looks at the American response to the events of September 11th 2001, another was for the Uruguayan Presidential Elections. The client was the Frente Amplio, a left-wing coalition. The game is called cambiemos.

Party Games

Some of the most innovative videogames of recent years have been ones that have tried to appeal to the mainstream game player, your Mum and your Nan. To appeal to such a broad audience developers have had to think outside of the box. It is highly unlikely that a 5 hour Halo gaming session is your family's ideal way to spend a Sunday afternoon, even if on Legendary setting. The games that have done most to broaden the appeal of gameplaying are the eyetoy and
SingStar, both of these are PS2 games and it is interesting to see that Sony is keen to exploit this market.

Unlike Nintendo which has a rich tradition for unusal and innovative games and consoles Sony does not. However what cannot be disputed are how much fun these vidoegames can be, partly because they rely on the ability to sing or simply move as instructed.





Given the universal nature of these games it is worth thinking about the player expereince.

Nintendo have also produced games that appeal to a broader cross section of player including Donkey Konga and Nintendogs. They are also developing a newcontroller that could change the way that we play videogames... Enter the Wii...

Multiplayer Games


Videogaming is often thought of as a solitary pursuit but in fact it is much more social than people think. A key feature of many games is the multiplayer aspect, in fact one of the biggest selling points of the Nintendo DS was its ability to play wirelessly against other people.

The same is true of the Sony PSP which also allows wireless and online play.

Online multiplayer games are also hugely popular with PC game players, games such as World of Warcraft have over 5 million subscribers. In todays Guardian Aleks Krotoski wrote a very interesting article about the community and players in the virtual world of Azeroth.

Videogame Characters

Often when you play videogames you have a chance to choose the character that you play, I spent a large amount of time over Christmas being a green dinosaur in a go-kart chasing my friends and family around a range of tracks. To some people this may well sound very odd but others may recognise me describing Yoshi and Mario Kart, in this case played wirelessly on the DS.

What makes me choose to be Yoshi? Why not Mario or Bowser instead? In this case it is due to his ability in the game, the ease at which he can corner and that this makes the game easier for me to play. This selection of a character based on their abilities within a game is fairly common and one that you may well recognise, you may well choose the same character in games such as Teken or Dead or Alive.

In some types of videogames you can create your own player, often known as an avatar. This is often the case in MMORPG's (Massively Multiplayer Online Role Playing Games) You will be presented with a range of choices about how to present yourself online in a virtual world. How people choose to represent themselves online is extremely interesting and is an area that photographer Robbie Cooper focused on and below are two images from his exhibition Alter Ego as well as a link to a BBC article on it.

The link is here:BBC article

Canon Lucy aka Virtual Lucy


Lucas aka Gaenank

Videogames & Ratings

Should you wish to find out more about how videogames are rated then check out the what ELSPA (Entertainment and Lesiure Software Publishers Association) have to say.

ELSPA also have an interactive guide to ratings that features clips from different games in that catergory.

There is also a site for parents and people who want to know more about games, the site covers a range of issues and can be found here.
 
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