Horizon Forbidden West: Audience and Industry blog tasks
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) and Xbox Series X|S (68% vs. 32%) have the highest proportion of male compared to female gamers.
2) What is the difference between 'hardcore' and 'casual' gamers - and which do you think would play Horizon Forbidden West?
Hardcore gamers is taking it seriously and wanting to be competitive and casual is playing the game for fun but has other interests and I think casual gamers would play HFW due to its story
3) What are the different reasons YouGov researched for why players play games? Which of these would apply to Horizon Forbidden West?
To relax, to pass the time, to escape from reality, to challenge, to interact with gamers, to have an emotional connection and I think an emotional connection may be a reason for playing HFW
1) Why did the writer enjoy Horizon Forbidden West?
Industries
Industry research
1) Research Sony PlayStation Studios.
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?
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?
2) What other games and franchises were created by Guerrilla Games?
3) How did Guerrilla maximise the Killzone franchise?
4) What did Sony sign with Guerrilla in 2004?
5) How is Horizon Forbidden West described in the article and what is the next stage for the franchise?
Regulation and PEGI
1) What is HFW's PEGI rating and what age rating do you feel would be appropriate? Why?
2) Why is regulating videogames difficult in the digital age?
3) Are attitudes towards media content and regulation changing as a result of the internet? Explain your answer.
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