Idenitity Case Study

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  • 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
          • Hypodermic Needle
        • Audience
          • Uses & Gratification
            • Escapism and Entertainment
        • Marxism
          • Parody of capitalism within USA
            • Postmodernism
              • Intertextuality and Postmodernism
        • Post-colonialism
          • Alvarado: Stereotypes of black people
            • The Dangerous - Franklin
        • 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
        • Feminism
          • Women take a backseat role
    • 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
        • 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
      • 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
    • 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
      • Theories
        • Audience
          • Uses and Gratification
            • Escapism
            • Entertainment
            • Socialising
        • 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
    • Minecraft
      • Audience
        • Male with a secondary female audience 10+
      • Genre
        • Genre
          • Sandbox
          • Adventure
      • 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
      • Synergy on other platforms
    • 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
    • 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

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