Idenitity Case Study
- Created by: jojo10834
- Created on: 02-06-16 07:57
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- Identity case study. How have video games shaped identity?
- Grand Theft Auto V
- Audience
- Male audience with a secondary female audience. 18+
- Genre
- Sandbox game which gives the audience more freedom to do what they want
- How does it shape identity
- May be influenced by the violence within the video game
- Three main characters from different backgrounds which the audience may be able to find some sort of connection with
- Online features - character can create their own avatar which has a vast amount of customisation
- Identity is also formed through the youtube videos that many people make using this game and Minecraft
- Theories
- Effects Theory
- Cultivation Theory: People that are obessed with the game may become to immersed with the idenity of the character which will influence their actions outside the game
- Moral Panic
- Debate over the impact of violent video games
- Moral Panic
- Hypodermic Needle
- Cultivation Theory: People that are obessed with the game may become to immersed with the idenity of the character which will influence their actions outside the game
- Audience
- Uses & Gratification
- Escapism and Entertainment
- Uses & Gratification
- Marxism
- Parody of capitalism within USA
- Postmodernism
- Intertextuality and Postmodernism
- Postmodernism
- Parody of capitalism within USA
- Post-colonialism
- Alvarado: Stereotypes of black people
- The Dangerous - Franklin
- Alvarado: Stereotypes of black people
- Narrative Theory
- Propps
- Also the use of stereotypes - Richard Dyer
- Equilibrium Theory
- Set of stories within the narrative each with it's own questionable new equilibrium theory
- Propps
- Feminism
- Women take a backseat role
- Effects Theory
- Audience
- The Sims
- Audience
- Male and Female 10+
- Genre
- Simulation
- How has this game shaped identity
- Allows the user to create a sim which looks like them
- They can create their desired life
- Maslow's Hierarchy of Needs
- They can create their desired life
- The user takes on the role of god which means they can control the narrative thus shaping their idenitity
- Use of youtube videos and forums which help shape the identity as the player may put on a false u
- Synergy if their a popular youtuber as it helps promote the game
- Allows the user to create a sim which looks like them
- Theories
- Audience
- Maslow's Hierarchy of Needs
- Uses & Gratification
- Escapism
- Entertainment
- Richard Dyer's utopian theory
- Player can create an ideal world for themselves
- Postmodernism
- Buadrillard
- Hyper-reality
- Simulcrum
- Hyper-reality
- Buadrillard
- Audience
- Audience
- Habbo
- Audience
- Male/Female 13-18
- Genre
- Simulation/sandbox game
- How does Habbo help the user shape their identity
- Customisation
- Dress Code
- Can design their own rooms
- Roleplaying
- People pretend to be other people or have their own family
- Allows the user to meet new people
- Numerous amount of forums and fansites
- If the player is a VIP they are given more customisation which means they might feel as if they have more authority
- Customisation
- Theories
- Audience
- Uses and Gratification
- Escapism
- Entertainment
- Socialising
- Uses and Gratification
- Narrative Theory
- Equilibrium theory through the variety of narratives the audience can create
- Propps
- Again by generating their own narrative they can follow Propp's theory of stock characters within a narrative
- Marxism
- VIP's have a higher social role in terms of the consequences
- Audience
- Audience
- Minecraft
- Audience
- Male with a secondary female audience 10+
- Genre
- Genre
- Sandbox
- Adventure
- Genre
- How has Minecraft helped to shape identity
- Allows the user to shape identity through what they create
- Meeting new people and becoming part of a group to create something may help shape idenitity
- Use of social networking sites/forums youtube helps the audience to shape an identity
- Possibly a false identity
- Theories
- Uses & Gratifcation
- Entertainment
- Educational
- Social
- Escapism
- Narrative
- Equilibrium
- Postmodernism
- Intertextuality of other games
- Uses & Gratifcation
- Synergy on other platforms
- Audience
- IMVU
- Audience
- Female audience with a secondary male audience 13+
- Genre
- Simulation
- How has IMVU helped to share idenitity?
- Players can create an identity based around their wealth, status and appearance within the game
- The creativity within the game helps people shape their identity
- They can shape idenitity through what they say
- They can shape their idenitity through the narratives they can create
- Theories
- Feminist Theory
- "Male Gaze" Laura Mulvey
- Post-feminsim
- Gammon & Marshment "Female Gaze"
- Marxism
- Feminist Theory
- Audience
- Runescape
- Audience
- 13-16 Male with a secondary female audience
- Genre
- Roleplaying
- How does Runescape help shape identity
- A players identity can be shaped through the adventures they go on (narrative)
- Status and items they have effects their identity/popularity
- Theories
- Audience
- Uses & Gratifications
- Narrative
- Propps character theory
- Todorov equilibrium
- Marxism
- Untitled
- Audience
- Audience
- Grand Theft Auto V
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