Do video games have to be fun? Theory 18: (Radio, video games, television, online media) Fandom refers to a particularly organised and motivated audience of a certain media producer franchise. Unlike the generic audience or the classic spectator, fans are active participants in the construction and circulation of textual meanings. Fans appropriate texts and read them in ways that are not fully intended by the media producers (textual poaching). examples of this may manifest in conventions, fan fiction rather than just play a video game or watch a tv show, fans construct their social and cultural identities through borrowing and utilising mass culture images, and may use this 'subcultural capital' to form social bonds. For example, through online forms like Reddit or 4chan. Textual poaching examples - Cosplay - Forums and Sub reddits - Lets plays - Fan fiction Key Theory 19 - 'End of audience' theories - Clay Shirky a udiences are n
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Cupheads Game What is the narrative style of the game? (non/linear? Equilibrium? Disruptions?) It has a linear equilibrium with the narrative of either one or two players taking control of animated characters Cuphead and his brother Mugman to fight through several levels that culminate in boss fights, in order to repay their dept to the devil. This game was released in 2017 by StudioMDHR What genre (s) can you identify? (paradigms, iconography, hybridity etc.) Fits under an action/animation, hybrid genre as it can have interpretations under a variety of ideologies. Intertexuality of Mickey Mouse and classic/original games. opens to a audience of variety of ages How are we as an audience interacting with the game? We aren't only just playing the game but we are also following the niche/individual narrative and story line. More like a film by using youthful animations. Does the game appeal to a mainstream or a niche audience? How? This game was inspired by the rub