Monday, 16 November 2015

HA11 Task 2 Effects Debate

The effects debate is really over two sides people are saying that video games are really bad and their is some information to show that people say that video games cause violence to people though video games   

Monday, 2 November 2015

Task 1 Glossary HA11

The hypodermic needle model (also known as the hypodermic-syringe modeltransmission-belt model, or magic bullet theory) is a model of communications suggesting that an intended message is directly received and wholly accepted by the receiver. The model is rooted in 1930s behaviorism and is largely considered obsolete today.

Inoculation Theory was developed by social psychologist William J. McGuire in 1961 to explain more about how attitudes and beliefs change, and more importantly, how to keep original attitudes and beliefs consistent in the face of persuasion attempts. Inoculation Theory continues to be studied today by communication, social psychology, and social science researchers. The theory has been assessed in varied context, including politics (Pfau et al., 1990), health campaigns (Pfau & VanBockern, 1994), and marketing (Compton & Pfau, 2004), among others.

The two-step flow of communication model hypothesizes that ideas flow from mass media to opinion leaders, and from them to a wider population. It was first introduced by sociologist Paul Lazarsfeld et al. in 1944 and elaborated by Elihu Katz and Lazarsfeld in 1955 and subsequent publications.

Uses and gratifications theory is an approach to understanding why and how people actively seek out specific media to satisfy specific needs. UGT is an audience-centered approach to understanding mass communication.

Reception theory is a version of reader response literary theory that emphasizes each particular reader's reception or interpretation in making meaning from a literary text. Reception theory is generally referred to as audience reception in the analysis of communications models.


Thursday, 22 October 2015

Task 3 Questionnaire

1. What do you think of the Last of us?
2. What do you think of just dance?
3. do you think the both of them are very good games?
4. What do you think about the graphics in the games?
5. Do you think that anything could be improved?
6. What do you think of the graphics in each of the games?
7. Do you think that both games sold well?
8. Which game do you think is better?
9. On a scale of 1-10 what whouild you rate the games?
10. Which console do you play it on?

Task 2 Last of us and Just dance


This example is the construction of both the last of us and just dance there are different examples of them like the genre and what type of game it is also the construction of the game also the narrative of the game as well and how the game develops.  

Monday, 28 September 2015

Task 1 Glossary HA10

Media Text 
The media text is any media product we wish to examine. Every description or representation of the world, fictional or otherwise, is an attempt to describe or define reality, and is in some way a construct of reality, a text.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=media%20text%20definition

Semiotics
The study of signs and symbols as elements of communicative behavior; the analysis of systems of communication, as language, gestures, or clothing.
http://dictionary.reference.com/browse/semiotics

Genre
A style or category of art, music, or literature.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=genre+definition

Selection of content
Seven Criteria for the Selection of Subject-matter or Content of the Curriculum. The 7 criteria below can be utilized in the selection of subject matter for micro curriculum, and for the content, subjects needed for the curricular program or course, of the macro curriculum.
https://www.google.co.uk/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=selection%20of%20content

Construction of content










Codes and conventions
Codes and conventions. Codes are systems of signs, which create meaning. Codes can be divided into two categories – technical and symbolic. Technical codes are all the ways in which equipment is used to tell the story in a media text, for example the camera work in a film.

Modes of address
Modes of address can be defined as the ways in which relations between addresser and addressee are constructed in a text.






Task 3 Primary research GTA 5

For my primary research i will be doing a questionnaire for my primary research of GTA5 i will be asking questions to people about gta 5 and what they like and don't like about gta 5.

QUESTIONNAIRE
1.What do you think of GTA 5?
2. Do you think GTA5 is a good game to play and why?
3. What do you think of the graphics in GTA5 and why?
4.What rating whouild you give GTA5?
5. What do you think about the characters in GTA5 and why?
6. What do you think about the characters and why?
7. Do you think there is anything that GTA5 couild of been improved?
8. Do you think GTA 5 is your best game of all time?
9.Whouild you play GTA 5 again?
10.What do you rate GTA 5?

Task 2 GTA 5

Let’s get this out of the way now: this is one of the best open world games ever created and there won’t likely be one to rival it until Rockstar decides to adopt next-gen development kits. Across this generation, we’ve seen other games take and pare down the formula established by GTA into entertaining bite-sized chunks: Crackdown recreated the expansive city; Saints Row took the irrelevant mayhem; Test Drive Unlimited embraced the countless distractions, but none have come close to attaining the astonishing level of detail that GTA V harnesses on a minute-by-minute basis.

To non-players, the very notion of the game, in which the player “inhabits” criminals and plays through their morally bankrupt antics, no doubt sounds grim. But gaming has become a cultural form that is at home with moral complexity, presenting players with realistic dilemmas along with the cartoonish violence and ridiculous challenges. The audience for GTA 5 is not simply hormone-fuelled teenage boys in their bedrooms. Ofcom’s 2012 survey of adult media habits found that a quarter of those questioned played console games on a regular basis. Studies suggest that as much as 47 per cent of the gaming audience is female.