Sunday, 28 December 2025

Horizon Forbidden West: Audience and Industry

 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? 

PlayStation 5 (68% male; 29% female)
 Xbox Series X (68% vs. 32%) 
Nintendo Switch has the highest proportion of women playing its consoles, with 54% of gamers identifying as male to 46% identifying as female.


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?


To relax and wind down,To pass the time,To escape from reality for a while,To challenge myself,To complete challenges and puzzles,To interact with gamers from around the
world,To do something I can't in real life,To have an emotional connection to a
story,To gain mastery of something within the
game,Out of habit,To create a world of my own

Out of the reasons YouGov researched I believe the main ones that apply would be to escape from reality for a while and to have an emotional connection to a story as the game is heavily based on narrative. 

Look at the PlayStation website page for Horizon Forbidden West. Complete the following tasks: 

1) How is the game promoted to an audience?

It highlights the games key features through the description and trailer which includes game play to show audiences the games pull factors. 

2) What are the key features for the game listed on the site?

Narrative- Brave an expansive open world  Discover distant lands, new enemies, rich cultures and striking characters. 

Setting-  Golden Gate Bridge A majestic frontier  Explore the lush forests, sunken cities and towering mountains of a far-future America.

Machine and warriors Confront new dangers  Engage in strategic battles against enormous machines and mounted human enemies by using weapons, gear and traps crafted from salvaged parts. 

Characters/narrative - Unravel startling mysteries  Uncover the secret behind Earth's imminent collapse and unlock a hidden chapter in the ancient past... one that will change Aloy forever.

3) What information does the website offer players about the game world and characters? Give a few examples.

It describes the post apocalyptic world where life is dying and violent machines are taking over. It explains that Aloy must uncover secrets and stop a new threat. 
It introduces key characters such as:
Aloy - the main protagonist and machine hunter.
Sylens - a mysterious scholar with hidden motives.
Erend and Varl - allies who help Aloy.

4) What spin-offs and additional content are available as part of the Horizon franchise?  

Burning Shores expansion DLC which continues Aloy’s story in a new region.

Complete edition bundles, in game items, art and soundtracks.

Other Horizon games. 

5) Applying Henry Jenkins's work on fandom, what aspects of the website (you may need to scroll down) encourage fan activity and engagement with online Horizon communities?  

Further down the page there are cosplay guides, paper craft guides and a reviews section which encourage fans to take the game further than just playing it. It encourages them to dress as their favourite characters and craft them out of paper which they’ll likely share to online Horizon based communities. 

Read this Wired feature on Horizon Forbidden West's open world design. Answer the following questions: 

1) Why did the writer enjoy Horizon Forbidden West?

They thought there was a good balance between story and exploration which meant the game was welcoming rather than overwhelming/frustrating. 

2) How is Horizon Forbidden West structured for players when they first start the game?

The game guides players through the narrative for the first 5-10 hours.

3) Why does the writer feel HFW created a more successful open world game than The Witcher 3? 

Horizon allows players to explore at their own pace and return to the main story whenever they feel lost, making the open world feel like a choice rather than an obligation.

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?

Guerrilla Games,Sucker Punch Productions,Insomniac Games,Santa Monica Studio

3) What notable games have they produced? 


Horizon Zero Dawn, Horizon Forbidden West, The Last of Us, Uncharted, Marvel’s Spider-Man, God of War, Gran Turismo

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.


Game development is collaborative and involves writers, artists, designers and programmers.

Storytelling is a key focus in modern games, not just gameplay

Developers often join the industry due to passion for games which shows how creativity is valued alongside skill.


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. 

Wednesday, 17 December 2025

Horizon Forbidden West: Language and Representation

 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:

1) Why does Guerrilla Games have 'a serious case of bad timing'? 

Released around the same time as Zelda: Breath of the Wild and Elden Ring which dominated attention despite Horizons quality.

2) What is the narrative for the original game Horizon Zero Dawn? 

The game is set 1000 years after machines wiped out most of humanity, it explores the lives of the last tribal communities alive. 

3) How is the central character Aloy described? 

She is described as a flame haired heroine who balances grit and tenderness. 

4) What is the narrative and setting for sequel Horizon Forbidden West?

It’s set in Nevada and California. There’s a new threat to humanity and it explores themes of climate catastrophe. 

5) What does the review say about animation and graphics?

Highly realistic and the first game to show what the PS5 was truly capable of. 

6) What do we learn about the gameplay and activities in Horizon Forbidden West? 

More satisfying combat with fluid movement, the game also offers more of everything from the prequels which makes the game massive. 

Close textual analysis

Watch the trailer for Horizon Forbidden 
Answer the following questions:

1) How is narrative, character and setting introduced in the trailer?

2) How is the game's open world / sandbox genre shown in the trailer? 

3) What representations can you find in the trailer? 


AQA recommends watching the following gameplay trailer in their CSP booklet:

Watch the gameplay video and answer the following questions:

1) How does the game use media language to communicate ideas about narrative and genre?

2) What representations of people, places or groups can you find in the gameplay video?

3) What audience pleasures are suggested by this gameplay trailer?


Narrative and genre

Read this excellent Den of Geek article that addresses elements of narrative and genre. You can find the article text here if the link is blocked. Answer the following questions: 

1) Read the opening to the article. How can we apply Steve Neale's genre theory to Horizon Forbidden West?

Repetition and difference - Similar narratives, world, characters but with tweaks and refinements to keep the game feelinh fresh. 

2) How many copies did the Horizon Zero Dawn sell and why did this influence the design of the sequel?

Over 20 million, this meant they didn’t have to make big changes or take big risks and could keep the game somewhat similar to the first one to maintain success. 

3) How does the article criticise the story in Horizon Forbidden West? 

They criticise the story for having too much dialogue, it doesn’t allow the players to learn from the in game world and just tells them everything instead.

4) What do we learn about the gameplay? 

Improved skills and more freedom in combat, overall a clear improvement on the original. 

5) What is the article's overall summary of the game?

It describes it as one of the year’s most impressive experiences and a worthy follow up to the original game.


Representations

Race representations in Horizon Forbidden West


1) How does Horizon Forbidden West use narrative to create a fully diverse cast of characters?

In the games world there is no racism as it is post racism due to people having to come together after the AI takes over the world. 

2) What is orientalism? 

Western media spreading stereotypes of the East and portraying Asian cultures as mysterious, exotic, threatening, etc.  

3) How does the article suggest orientalism applies to Horizon Forbidden West? 

It shows signs of orientalism through the choices of visual and narrative design despite claiming to be post racial. 

4) Who is the player encouraged to identify with in the game and how does this influence how representations are constructed?  

Players encouraged to identify with main character aloy which means they see culture form her perspective and this might reinforce western viewpoints. 

5) Finally, what did the writer of the article (an Asian American) feel when playing the game?

They felt they were “role playing cultural violence”. 


Gender and videogames

Focusing on Aloy and the representation of women in videogames, read this Forbes feature on the topic. Answer the following questions:

1) What is the debate regarding Aloy in Horizon Forbidden West? 

2) What examples are provided of other female characters and representations in videogames?

3) What are the issues facing the videogame industry in terms of gender?  

Sunday, 7 December 2025

Women in videogames and further feminist theory

Part 1: Background reading on Gamergate


Read this Guardian article on Gamergate 10 years on. Answer the following questions:

1) What was Gamergate? 

Gamergate was an online harassment movement after a game developers ex boyfriend accused her of trading sex for good reviews.

2) What is the recent controversy surrounding narrative design studio Sweet Baby Inc? 

Conspiracy theories about them forcing 'woke' ideas into modern video games by dictating developers character races, genders, and sexualities, and having influenced most major games of the last five years.

3) What does the article conclude regarding diversity in videogames?

Diversity isn't being forced by anyone and it is just naturally increasing as the diversity of players and developers increases.


Use our Media Factsheet archive on the M: drive Media Shared (M:\Resources\A Level\Media Factsheets) or here using your Greenford Google login. Find Media Factsheet #169 Further Feminist Theory, read the whole of the Factsheet and answer the following questions:

1) What definitions are offered by the factsheet for ‘feminism ‘and ‘patriarchy’?

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.


2) Why did bell hooks publish her 1984 book ‘Feminist Theory: From Margin to Center’?

She believed mainstream feminism lacked diversity and ignored the experiences of poor and non white women. 


3) What aspects of feminism and oppression are the focus for a lot of bell hooks’s work?

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. 


4) What is intersectionality and what does hooks argue regarding this?

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.


5) What did Liesbet van Zoonen conclude regarding the relationship between gender roles and the mass media?

She concluded that mass media plays a major role in constructing gender identities and reinforcing gender roles seen in advertising, film and television.



6) Liesbet van Zoonen sees gender as socially constructed. What does this mean and which other media theorist we have studied does this link to?

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.


7) How do feminists view women’s lifestyle magazines in different ways? Which view do you agree with?

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. 


8) In looking at the history of the colours pink and blue, van Zoonen suggests ideas gender ideas can evolve over time. Which other media theorist we have studied argues things evolve over time and do you agree that gender roles are in a process of constant change? Can you suggest examples to support your view?

Van Zoonen shows that gender ideas are not fixed by using the example that colours like pink and blue have changed their gender associations over history. I agree that gender roles are in constant change as we see more and more men staying home with children as their wives focus on their careers. 

9) What are the five aspects van Zoonen suggests are significant in determining the influence of the media?

Whether the media is commercial or public, the platform used, the genre, the intended audience, and how the media fits into people’s daily routines.

10) What other media theorist can be linked to van Zoonen’s readings of the media?

Van Zoonen can be linked to bell hooks as they both discuss how different races and classes experience media representations in unequal ways. 

11) Van Zoonen discusses ‘transmission models of communication’. She suggests women are oppressed by the dominant culture and therefore take in representations that do not reflect their view of the world. What other theory and idea (that we have studied recently) can this be linked to?

It could link to hyper reality as women are accepting representations that have little resemblance to real life but still influence how they see themselves. 

12) Finally, van Zoonen has built on the work of bell hooks by exploring power and feminism. She suggests that power is not a binary male/female issue but reflects the “multiplicity of relations of subordination”. How does this link to bell hooks?

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.




Tuesday, 2 December 2025

OSP assessment learner response

 1. Type up your feedback in full (you don't need to write the mark and grade if you want to keep this confidential).

WWW: q2 clear logical constructed argument of how digital convergence impacted our OSP CSPs - lots of focus + examples 

EBI: Q1 not enough focus on industry behind the OSP CSPs. 
More analysis needed - felt rushed  

Q2 synoptic question - mention other CSPs 

2. Read the whole mark scheme for this assessment carefully (posted on your Google Classroom). Identify three specific aspects from Figure 1 (the Bioshock Infinite game cover) that you could have mentioned in your answer (e.g. selection of images, colour scheme, text etc).

Burning American flag, title, Zeppelin 

3. Now use the mark scheme to identify three potential points that you could have made in your essay for Question 2 (Jenkins - participatory culture or Curran and Seaton's - concentration of ownership).

Music videos structured around layered meanings demonstrate Barthes' theory of polysemy,
encouraging multiple interpretations.

Fans’ reinterpretations of symbols and clues reflect Hall’s encoding/decoding, as audiences generate negotiated and oppositional readings. For example, at the Woman of the Decade award ceremony) her marketing material for the Tortured Poets Department (which is plastered across her website and social media)

4. Write down two other CSPs from across the course that you could have referenced in your essay which link to digital convergence in relation to production, distribution and consumption and how they have impacted their products.

Old town road - social media built popularity post release through yeehaw movement 

Sephora - social media outrage due to sza situation 

5. Use your exam response, the mark scheme and any other resources you wish to use to write a detailed essay plan for Question 2. Make sure you are planning at least three well-developed paragraphs in addition to an introduction (thesis statement) and conclusion.

Production Taylor Swift
  • 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.

Production The Voice
  • 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.

Distribution Taylor Swift
  • 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.

Distribution The Voice
  • 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.

Consumption Taylor Swift
  • 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 The Voice
  • 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.


6. Finally, identify three key areas you plan to revise from the OSP unit before the January mock exams (e.g. CSP elements of media theories) having looked at your feedback from this assessment.

Synoptic question exam practice 
Denotation, connotaion and myth 
Unseen practice questions