1) Videogames: Henry Jenkins - fandom and participatory culture
2) Videogames: The Sims FreePlay - Language & Representation3) Videogames: The Sims FreePlay - Audience & Industries
Audience
Look at this YouGov blog on the console gaming audience and answer the following questions:
1) What statistics can you find for the number of male / female players for the major consoles?
2) What is the difference between 'hardcore' and 'casual' gamers - and which do you think would play Horizon Forbidden West?
Casual gamers like video games but don’t see them as one of their top interests whereas hardcore gamers take video games very seriously or even play competitively. I believe casual players are more likely to be playing horizon forbidden west as it’s a story game rather than an online/competitive one.
3) What are the different reasons YouGov researched for why players play games? Which of these would apply to Horizon Forbidden West?
Industries
Industry research
1) Research Sony PlayStation Studios.
Sony playstation studios is made up of multiple studios that produce exclusive games for playstation consoles.
2) What studios are part of Sony PlayStation Studios?
3) What notable games have they produced?
4) Now research Guerrilla Games. Look at the 'Explore' page in particular. Who owns Guerrilla Games and how does it reflect the modern videogames industry?
Guerrilla Games is owned by Sony Interactive Entertainment. This reflects the modern videogames industry because large publishers buy successful studios to secure exclusive content and strengthen their platform.
5) Choose one of the 'Guerrilla Spotlight' features and write three things you learn about the videogames industry and/or Guerrilla Games from the interview.
Read this USA Today feature on Guerrilla Games. Answer the following questions:
1) Which three companies merged to become Guerrilla Games?
Orange Games, Digital Infinity, and Formula Game Development.
2) What other games and franchises were created by Guerrilla Games?
Guerrilla focused mainly on the Killzone franchise and also developed games such as Shellshock: Nam ’67
3) How did Guerrilla maximise the Killzone franchise?
They created sequels on the playstation console and expanded so that the game worked across multiple platforms such as the handheld PS Vita.
4) What did Sony sign with Guerrilla in 2004?
An exclusive first-party contract, meaning future games would be released only on PlayStation platforms.
5) How is Horizon Forbidden West described in the article and what is the next stage for the franchise?
Horizon Forbidden West is described as a visually stunning, expansive open-world game with memorable world-building and storytelling. They plan to make a virtual reality game which expands the game franchise even further.
Regulation and PEGI
1) What is HFW's PEGI rating and what age rating do you feel would be appropriate? Why?
The game is rated PEGI 16 which I believe is appropriate as the game includes violence and weapons but the game isn’t very graphic so it falls beneath the PEGI 18 level.
2) Why is regulating videogames difficult in the digital age?
Games are now distributed digitally which means players can download content instantly from anywhere in the world. Online updates, downloadable content, and user-generated content can also change a game after release, making regulation harder to control and enforce.
3) Are attitudes towards media content and regulation changing as a result of the internet? Explain your answer.
I believe that yes, attitudes are definitely changing as people have access to much more content online and have been exposed to a lot more content which means that things we saw as very harmful in the past (e.g. violence) have been somewhat normalised in modern media.
Introduction
Read this review of Horizon Forbidden West in the Financial Times (should be non-paywalled but you can read the text of article here if needed). Answer the following questions:
Feminism is described as a movement aiming for women to have equal social, economic and political treatment to men. It challenges the idea that men naturally hold more power. Patriarchy is the system of male dominance in society which restricts women’s equality.
She believed mainstream feminism lacked diversity and ignored the experiences of poor and non white women.
Her work focuses on how gender, race, class and sexuality interact to shape oppression. She challenges the idea that all women share the same experiences and highlights the importance of acknowledging differences among women and how this impacts their experiences.
Intersectionality refers to race, class and gender which must all be considered to shape a person’s oppression or privilege. Hooks argues that you cannot understand gender or class properly without considering racialisation.
She concluded that mass media plays a major role in constructing gender identities and reinforcing gender roles seen in advertising, film and television.
It means gender is shaped by cultural and social factors rather than biology, and it changes across history and societies. This links to Butler, who also sees gender as constructed and fluid.
Some feminists see women’s magazines as promoting exaggerated femininity and pushing women towards consumerism based on insecurity. Others point out that women also take pleasure from these magazines. I somewhat agree with both points but I lean more towards the argument that it’s an attempt to capitalise on women’s insecurity.
Hooks believes oppression differs depending on race, class and sexuality which means power isn’t a simple male/female divide. Van Zoonen develops this by saying power involves multiple relations of subordination, which directly links with hooks’ intersectional approach.
1. Type up your feedback in full (you don't need to write the mark and grade if you want to keep this confidential).
Music videos structured around layered meanings demonstrate Barthes' theory of polysemy, encouraging multiple interpretations.
Digital-first video design reflects Jenkins’ convergence culture, where content is created with multi-platform distribution in mind (YouTube, TikTok, Instagram).
Viral trends and short clips show Shirky’s prosumer theory, as content is produced with the expectation that audiences will remix and share.
Search engine optimisation-driven headlines and thumbnail optimisation show digital convergence shaping production, supporting Van Zoonen’s view of digital media as data-driven and responsive to online structures.
Multimedia storytelling (video, hyperlinks, interactives) reflects Jenkins’ convergence culture, as news content is produced to move fluidly across platforms.
Features such as the first black photographer to shoot the cover picture of Vogue magazine (December 2018) and campaigns such as the Black Pound campaign encouraging readers to spend their money with Black businesses (also seen in the suggestion to ‘Buy Black on Black Friday’) both reflect this agenda.
Re-recordings of her albums demonstrate Hesmondhalgh’s analysis of artists resisting media conglomerate control, reclaiming ownership through digital distribution.
Simultaneous global releases across platforms reflect Curran & Seaton’s theory of concentration of ownership, but Swift subverts this by maintaining strong individual power.
Direct communication with fans exemplifies Livingstone & Lunt — digital convergence creates tensions between user empowerment and corporate control.
Heavy reliance on online advertising reflects Curran & Seaton’s media power theory, where market pressures shape production more than diversity or plurality.
The Voice’s ability to publish continuously and cheaply online reflects Hesmondhalgh’s view of media industries minimising risk through flexible production models.
Targeting diaspora audiences through social platforms illustrates globalised digital distribution, central to Jenkins’ ideas about networked societies.
Highly participatory fan culture reflects Jenkins’ participatory culture & collective intelligence, where audiences co-create meaning and circulate content.
Streaming as the dominant mode of consumption embodies Shirky’s idea of the end of traditional gatekeeping, with users controlling when and how they listen.
Fan community behaviour (challenge videos, interpretations) reflects Bandura’s social learning theory, where audiences model behaviours presented in convergent media.
Fans’ reinterpretations of symbols and clues reflect Hall’s encoding/decoding
Consumption through social media feeds instead of homepages shows Shirky’s shift from passive to active audiences in convergent media environments.
Audiences who share and comment contribute to Jenkins’ collective intelligence, shaping which stories circulate.
Analytics-driven editorial strategy reflects Livingstone & Lunt’s concerns about digital regulation, as the drive for clicks may outweigh public-interest journalism.
The poor construction of the website and social media presence (poorly worded polls, cluttered design, low-quality photography, lack of fresh content, poor video production values, weak sponsored content) means it is not the powerful voice in British media it should be.
Audience
Star Trek, Star Wars, The X-Files, Japanese anime and manga, Lord of the Rings, The Matrix
The Sims 3 gave access to “every inch of a hyper-realistic world.”
1) Videogames: Henry Jenkins - fandom and participatory culture 2) Videogames: The Sims FreePlay - Language & Representation 3) Vi...