co d case study

Post on 22-Jan-2015

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A CASE STUDY

From the specification:

• Video games • A study of the production, distribution and

marketing of a specific game within one or across various gaming platforms, along with its reception by a variety of (British) audiences. This should be accompanied by study of the impact of next generation capabilities (HD, Blu-Ray, online services etc) on the production, distribution, marketing and consumption of games.

Here’s a lovely video…

http://www.youtube.com/watch?v=yrurGjHbPU8

A Call of Duty timeline

Call of Duty - October 29, 2003Call of Duty 2 - October 25, 2005 Call of Duty 3 - November 7, 2006Call of Duty 4: Modern Warfare - November 7, 2007Call of Duty: World at War - November 11, 2008Call of Duty: Modern Warfare 2 - November 10, 2009Call of Duty: Black Ops - November 9, 2010

ContentThe early CoD games dealt with events in and around WWII, an era revisited in World at War. More recent titles have dealt with more modern warzones and the newest release ‘Black Ops’ is set during the Cold War.

PlatformsWhat are the different ways in which Black Ops can be played? How do they differ? Is there a definitive version?

What makes the game so popular amongst the audience? Who is the target audience?

http://www.youtube.com/watch?v=3rZRbSshurQ&feature=related

New Media Technologies

VS

As well as appearing on a variety of platforms, what new media technologies allow the modern gaming audience to broaden their experience?

How has the game been marketed?

What media sectors have been used to sell CoD?

What other media sector is the games industry now similar to?

http://www.youtube.com/watch?v=J6QVxLE5JUg

What has accounted for this boom in gaming?

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