Tuesday, April 10, 2007

AREA THREE: AUDIENCE.

  • Traditional views of the media are now changing as we are being encouraged to do things such as play games through our televisions and not just be passive watchers, whether its in an interactive "red button" game or through consoles.
  • Audiences are now (in the instance of online gaming) using gaming as an escape from their own lives. You can now date, dance, make friends, socialise and "go out", even go on holiday in online games such as Second Life. People are missing out on this part of their REAL lives to do these activities online. It has also been suggested that children are spending less time with their families and doing excercise etc. to play computer games, bringing up issues such as the ones in the issues section.
  • Click here to see an article "Cute is fine for some, but violence is forever". Apparently, 'according to most mainstream media sources, the Nintendo machine has changed videogame players into benevolent family-orientated consumers of harmless fun'. But does this mean that audiences will forget notoriously violent games like GTA just to go and play their Wii? Surely motion sensitive controller based consoles are just a fac which will pass? Core gamers will not be eternally satisfied with the novelty of a motion sensitive controller, which is why games such as GTA will always sell.

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