Thursday, 6 October 2016

HA8 Task 1 - Secondary Research

The game that I chose to research into was Crash Bandicoot 3: Warped, the age rating for Crash Bandicoot is an ESRB E meaning that people of all ages can play it, the genre of the game is a Classic platformer. The game was released in 1998 by the development team known as Naughty Dog as an exclusive for the Sony Playstation and is the third instalment into the Crash Bandicoot series. The aim of the game is for you to control a mutated Bandicoot known as Crash as you platform through 3D levels and collect crystals and gems to stop the evil forces of Uka Uka and Neo Cortex from taking over the world.

The game has had 18 instalments with the original three being playstation exclusive, it has since branched out onto multiple console and been developed into multiple genres such as Crash team racing (part of the racing genre) or Crash bash (part of the party genre.) AS of 2002, Crash Bandicoot: Warped has sold over 5.7 million units worldwide and was so popular that he became the mascot for the Sony Playstation. A remastered version of the original Crash games are coming to the new playstation 4 in 2017 which uses the same games but with updated controls and graphics for todays standards.

Below is information for the game I am researching, the information is both quantitative and quantitative and shows a huge amount of information about peoples opinions on the game and the demographics involved in both the game and general gaming. However, the majority of research I have conducted is aimed towards quantitative information, this is due to statistics being easier to find on the internet and more accessible for me than qualitative research. With most qualitative information I do not find out the essential facts needed such as the demographic of a person, an example would be a review from IMDB, they will give me their opinion of the game which could be either a good review or bad and it can be helpful, the only problem is that a majority of people will not disclose vital information such as their age or gender which is a huge role when it comes to researching a demographic. This leaves me with a single opinion of one person who could range from young to old, male to female and doesn't help me the information I need.

Quantitative

2015 Essential facts survey

Essential facts found out in 2015 the percentage of gamers from multiple ages, below is the results they have gathered.

Under 18 26%
18-35 30%
36-49 17%
50+ 27%

Essential facts also found out multiple facts about genders in gaming such as the male gender has a higher percentage of players than female but it is almost quite even. They also found out that women age 18 or older represent a significantly greater portion of the game-playing population (33%) than boys age 18 or younger (15%) which shows a big difference in the stereotype of games being aimed at a male and younger audience. The final information they received was the average age of gaming for both genders.

56% male
44% female

Average female is 43
Average male is 35
Average overall gamer is 35

Console PS4

Using the intelligence slice website I was also able to find out the age of players to certain consoles, as you can see below they have compared the age of online console buyers and what consoles they have bought, the results show that younger generations between ages 18 to 34 are more likely to go with the Playstation console. This information helps me to see which age group are more likely going to be interested in the game I am researching due to it being a Playstation exclusive.




Crash Bandicoot 3 warped

Another survey I found was conducted about the actual game I was researching which also helps me to look at the age and genders I will be researching. As you can see the Male gender dominates the percentage for the audience of Crash Bandicoot showing me that I can narrow a lot of my research to be aimed at males. This doesn't mean I will not include female opinions or information in my primary research though. I can also see that the media age that plays crash bandicoot are at the age of 23, this allows me to know which people I should go and ask the questions to as they will have most experience about the game.


IMDB

Another source I found was on IMDB which shows the ratings that people gave of different ages and genders, as we can see female players rated the game higher but there less participants for the female gender meaning the male rating has a higher accuracy due to more opinions. We can also see that the majority of individuals who rated this game were aged between 18 - 29. This correlates with the last piece of information which shows the median age to play crash bandicoot would be 23.


After conducting my secondary research I can conclude that the audience I will mainly target are going to be young males between the ages of 18 - 29. This helps me to narrow my search down when it comes to conducting my primary research as I know which audience to target and ask questions too, however, this does not mean that I shouldn't ask people of other gender and age, it just helps me to concentrate highly on the audience that are most likely going to give me the answers I need.

Qualitative

Youtube

A great piece of qualitative research can come from youtube and an example of said piece can be found below in this video by a youtuber known as caddicarus. The reason as to why I can use this for qualitative research is due to the creator of the channel sharing information about himself, as I have learned from looking at his twitter he is a 22 year old male which correlates with my quantitative and demographic research perfectly. Another great use of this channel and creator is that I can find out the psychographic of the person himself, by combing through his videos and looking at his different social media platforms I can find out information such as his behaviour to video games as a whole, his behaviour to people, how he acts as a person and more.

This can be helpful but it doesn't necessarily mean that how he acts and his opinions about the game speak for every male within their 20's, making the information a bit more biased to my quantitative research. I can battle this though by finding more opinions and information by different people either using primary research, finding more creators like him on youtube and searching through forums.

Disclaimer: This video contains strong language



This is a second qualititative video by another youtuber known as square eyed jack who also correlates with the average demographic I found in my quantitative research. The reason I included this youtuber was to have a side by side comparison from this video to Caddicarus' as to show how people's opinions and experiences change allowing me to add to my psychographic theories and analysis.

Disclaimer: this video contains strong language

If we compare both of these videos we can see an automatic contrast, the first video praises Crash Bandicoot: warped and gives his opinion of it being the best whilst the second video gives more negative points and even though he still enjoyed the third instalment he found the second game to be the bets of the trilogy. Psychographics is involved in this segment because you can tell by analysing the youtuber's videos what kind of people they are and how they behave. Both are Males between the ages of 18-23 but both have different opinions and deliver their opinions in different lights comparing different mechanics in game, comparing the series as a whole, stating their favourite games etc. You can also see psychographics in the way the video has been edited and how they speak with the first video being quite upbeat and filled with more wit and humour where as the second one has a more serious tone to it.

Geodemographics can also been used as an example here as both youtubers are from different countries, the first youtuber is from England whilst the second lives in Australia, these factors could play a role in how their opinions are formed due to the influences around them. This could also have an impact on how they interpret gaming as a whole and how they wish to portray the videos they have created. However, it is hard to consider Geodemographics in this instance due to there being a minority of participants that I have analysed.

Sources:

HA8 Task 2 - Primary Research

https://www.surveymonkey.co.uk/r/9GHPLNQ


Create your own user feedback survey


After finding the demographic of my audience I created a survey to find out qualitative information about my audience, the main demographic to aim at researching were Males between the age of 17 - 24. Below includes extra information from people outside my target demographic, however, the information they give are still relevant towards helping with my research.

There are advantages and disadvantages to using questionnaires to find information on my audience, an advantage is it allows me to conduct my own research so I know what information I want and can carry it out towards the audience I need. A disadvantage is that people aren't able to help complete my questionnaire which means I need to branch out from my main target audience to get a bigger and more general ideas about gamers and the game I am researching.

Once I created my survey I handed them out for people to fill in by using Facebook, a huge social media website which allows me to interact with people from all over the world without having to physically talk or interact with them. I used private messaging to ask them to fill out my surveys on a one to one talk so that I could receive feedback about how I conducted my questionnaires and to get it out to a broader audience. I also posted a link to the questionnaires in a closed group dedicated to the Crash Bandicoot franchise as people who are involved in the group will have a higher chance of playing the game and giving me the feedback needed compared to giving the questionnaires to my friends. Due to the ease and accessibility of contacting people I was able to branch out from my target demographic and ask people of different genders and ages so I could get a broader response, but due to my age and gender the majority of people I asked happened to fall within my target demographic allowing for the responses I needed.


Target demographic


The information I have gathered from these surveys are that the majority of Male players are interested in the platforming genre, it may not be a highly popular genre that many people had as their favourite, but when asked about it I received positive reviews. I achieved a range of answers which allow me to look at male gamers and see what genre they are interested in most and how they react to another genre that they have played. An example of this would be between questions 2 and 3 where in one question I asked what their favourite genre was and the other question I asked how they thought about three specific genres. This allowed me to learn more about the psychographics of each individual and what type of gamer I was dealing with whether it showed me they were going to be more biased or genuine with their answers.

I also asked a personal question about the people themselves such as how they saw themselves as a gamer whether that was being a hardcore or casual one to understand them on a personal level and further analyse their psychographics. The majority pf people asked in the survey are from the Manchester region and so I can analyse the characteristics of each questionnaire and compare them to see if the outcomes of each answer are different or similar.

I can also analyse the geodemographics but in higher detail compared to my secondary research, this is because I have knowledge of where people live with who I asked as I am personally acquainted with each of them, the majority of people are from the greater Manchester region, I also had answers from peopl who lived in the southern west area of England in Devon. Since I know which questionnaires are from each area I can see similar pattern in how they answered. An example of my work would be that the people from Devon gave answers filled with a majority of more information and were aged between 20-22, I also noticed that they would rely on what their friends bought to influence them on what games they should buy, especially when it came down to multiplayer games.















Extra information

The information below are questionnaires answered by people who are not part of my target demographic, however, they are still relevant to the research I am gathering as they fit into some groups of my audience (whether that be their age or gender.) I could also use this information gained from these extra questionnaires for future projects where I need to research people who fit into these specific demographics.








Focus group/one on one interview

I could have also created a video using a group of people or a one on one interview where I ask them multiple questions so they can express their opinions in a spoken manor allowing for more detailed answers and a discussion to happen either between me and the candidate or between the candidates themselves. This would allow me to see how people think the way they do and what makes them disagree with the next person on why they like or hate something like a genre or a game style.

Quantitative research
Genders

Male: 68.2%
Female: 31.8%
Ages
16: 13.6%
17: 4.5%
18; 45.5%
19: 9.1%
20: 9.1%
21: 9.1%
22: 4.5%
46: 4.5%


Focus Group

This is a focus group I put together to analyse more about people of my target demographic, it is a lot like the quatitiative questionnaire where I asked questions about individuals but this is a more effective way to do it as I can ask as many questions as I want (compared to survey monkey where I was limited to 10 a questionnaire,) I could also get more detailed answers as people find it faster and easier to speak than writing it down. The focus group allowed me to learn more about gamers whilst they are sat right there so I have any questions possible to use at hand, it also allows for a general discussion to happen between the individuals and even myself so we can show our agreements and disagreements on points made.

Disclaimer
Due to our personal lives we were on a time limit to get this complete meaning the quality of the work isn't to its full potential, we are also not professionals (which is why in some answers the myself or the individuals may not be fully comfortable with how we said our lines) or use to handling new equipment such as the camera so this video was a little experimental. However, I did accomplish what I set out to do (learning about the individuals) and learned new skills with new equipment



sources:

HA8 Task 3 - Conclusion

Conclusion
When I look at both my task 1 and task 2 I can see distinct similarities and differences in my findings for the research methods I used. When I concentrated on task 1 I mainly looked into finding quantitative research to help establish my target demographic, I still had to find qualitative information but what I found was quite scarce and hard to find compared to the amounts of quantitative I could find and use. To start I had to find statistics based on gaming in general in which I found a huge amount of information created by essential facts, I also had to look into the statistics of the genres of the game I was researching. The main genre being a platformer. Once I had established this I had to look into my game by searching for statistics which analyse the gender and age of people who had played Crash Bandicoot warped. This lead me onto finding my demographic of Males aged between 18-25. Once I had figured this out I went and found videos of reviewers on Youtube who fit into the demographic so I could use the information in the videos to further show the main audience of the game and to gather useful information from them.

In task 2 I decided to test the demographic of the game using an online questionnaire I created, I asked the audience quantitative questions to know that they fit into my target audience, however, the majority of it concentrated on qualitative questions to learn about the psychographics of my audience and see what they thought about the game I was researching to see if they enjoyed it and are looking forward to the remastered version coming out in the future. I could have also used more methods to research my audience and find out bigger amounts of information for my game.

In conclusion, If I compare the results of my task 1 and 2 I can see that task 1 helped me to answer broader questions for task 2, instead of having to research with very little knowledge and hope the majority of people I asked knew about the game I could instead look at the research from task 1 and aim at someone to ask questions to making the job a lot easier. Task 1 also showed me that the majority of secondary information I will find will be online and be more quantitative than qualitative meaning that for my research into task 2 I would have to ask more qualitative questions so I could piece both tasks together and walk away with the majority of information I set out to find. I also learned different methods of finding research and using different ways to interpret the information I found such as using forums, social media platforms, analysing secondary videos and primary questionnaires for information from people in my demographic.

Overall I learned how professional companies in the gaming industry use multiple methods to research their audience and begin development of their games using primary and secondary, qualitative and quantitative methods and could present my findings in the form of a professional with my own explanations as to why I used them.

Wednesday, 5 October 2016

HA9 Task 1 - Deconstruction

To complete this task I had to deconstruct my chosen video game so I used the prezi software found on google to create a presentation about genre description, selection of content, construction of content, codes and conventions and modes of address.

https://prezi.com/nmk820znjkqd/crash-bandicoot-warped/


sources:
http://knowyourmeme.com/photos/1100725-super-smash-brothers
http://crashbandicoot.wikia.com/wiki/Crash_Bandicoot:_Warped
http://www.noobfeed.com/reviews/308/crash-bandicoot-warped
http://www.emuparadise.me/Sony_Playstation_ISOs/Crash_Bandicoot_3_-_Warped_[U]/36715
https://everygamerreview.wordpress.com/2015/12/15/crash-bandicoot-3-warped/
https://materiainfused.wordpress.com/2014/11/07/crash-bandicoot-warped-back-to-a-simple-place/
http://www.cgmagonline.com/2016/09/05/playstations-original-mascot-history-crash-bandicoot/
https://www.youtube.com/watch?v=iHv0YSzi_R8&list=PL7_-vz4RllZUM-3NB67skvVCQPOtR5tWX&index=2
http://crashbandicoot.wikia.com/wiki/Hang'em_High
http://www.vgamerz.com/retro-corner-crash-bandicoot-warped/
https://hannahbalesblog.wordpress.com/tag/character-design/
http://www.raregamer.co.uk/crash-bandicoot-warped-review/
https://www.youtube.com/watch?v=LCzTI6r63jw
https://www.youtube.com/watch?v=qw6j_MaitQE
http://www.vizzed.com/videogames/character.php?id=1155
https://www.youtube.com/watch?v=HG-NRnGp3RA&t=347s

HA9 Task 2 - Audience Response

After completing my deconstruction I went and asked my cousin Jack (aged 22 and male) a few questions about my chosen game, I wanted to see what he thought about how Naughty Dog presented their game with the colours, gameplay and narrative. I also wanted to see how he felt about the platforming genre and how this game compares to other games that are part of the genre. There are also a few more questions that I asked that are answered in the videos below.
The questions and videos with the answer underneath.

What makes a good 3D platformer?



What about the game catches your eye and makes you interested?



Looking at the cover for the game, what would you gather from this?



How do you feel about the narrative of crash bandicoot warped?



What was your favourite aspect of the video game? This question is open to anything included in the game such as the AI, use of camera, music etc.



How do you feel about how the game addresses the player?



Sources:
http://crashbandicoot.wikia.com/wiki/Crash_Bandicoot:_Warped
https://www.youtube.com/watch?v=xc1slHOqt-I
https://www.youtube.com/watch?v=-R1I4CQ3ShQ
https://www.youtube.com/watch?v=GfPsBZzdzYs
https://www.youtube.com/watch?v=gHOHk1gH60E&index=8&list=PL0135BBA72CFA0810
https://www.youtube.com/watch?v=OY6ESpes6xc&list=PL0135BBA72CFA0810&index=9
https://www.youtube.com/watch?v=Sbry_aCm3lE
https://www.youtube.com/watch?v=qLaAtHmGP-I
https://www.youtube.com/watch?v=qniqQ1NSZW8&index=5&list=PL0135BBA72CFA0810
https://www.youtube.com/watch?v=sBCEhMAthuw&index=19&list=PL0135BBA72CFA0810
https://www.youtube.com/watch?v=Enud1waZseQ
https://www.youtube.com/watch?v=EtIShwZ19ew&index=7&list=PL0135BBA72CFA0810
https://www.youtube.com/watch?v=at2iofQPhY8

HA9 Task 3 - Conclusion

Task 1
In task 1 I had to deconstruct the game and analyse the important aspects of it, this included the genres, codes and conventions, selection of content and more. The conclusion I gained from this was that gamer developers will create their games with multiple ways on how to present it, without any one of the five categories I analysed the game wouldn't be as good as it is and maybe wouldn't be around today. From the way the game addresses the player to the codes and conventions, each part has to be done correctly and in a way that the player can understand it and decode it using their inquisitive skills.

Task 2 
After I had deconstructed the game I decided to interview my cousin, this was to see if I could draw any similarities between my dissection of the game and his. I showed my cousin the presentation I had created before we began so he could get an idea of what kind of answers he would have to give to help me with feedback. The answers I got can now be compared to the deconstruction I made of the game in the previous task.

Conclusion
The way my cousin deconstructed the game was done in a similar fashion to mine. When I asked him the questions he would try take in what I said and decode the game using my question. There we very little differences in his answers compared to my deconstruction but the part that is different is the way he compared other platformers and used them to examples to explain his answer, I didn't think that Mario could be compared to Crash as one is 2D and the other is 3D but he used good clear examples and I learned even more about how to deconstruct the game. I distinct similarity in our opinions was about how whacky the game and character were. We could both see that the game looked quite unique and vivid in colours and used a humorous character to portray this quirky adventure he goes on.

Tuesday, 4 October 2016

HA10 Task 1 - Audience Theory

I must use the uses and gratification theory to personally respond about my chosen video game: Crash Bandicoot Warped.

The uses and gratification theory summary

The uses and gratification theory's detailed meaning can be found in the task audience response and the effects debate, this is going to be a summary of that. The uses and gratification theory suggests that the audience will use media to help them for multiple reasons, this theory states that the audience is not passive and they will use 4 different categories to place media into. These categories are information, personal identity, integration and social interaction and entertainment.

Information
As for Crash Bandicoot the game does not concentrate on offering as much information as some video games have in the past such as Math Jam, which helps children learn maths, instead it can help with small information that helps people, like me, who wish to be a part of the game design industry, it also offers physical information for people to pick up.



The only information I can gather from it would be when I attempt to create a platform game and want to look at what makes a successful platformer, I could use Crash Bandicoot Warped as inspiration since it was a huge success. The physical effect is included with the majority of video games since they helps to develop the motor skills in the brain and fast thinking. As an individual with dyspraxia I feel as though video games have helped improve my coordination and motor skills due to some of the tasks I have had to achieve and with Crash Bandicoot it is no different. Some parts of the game are challenging and fast paced and require you to think about your actions before you approach obstacle and if it is an incorrect move it improves your quick decision making skills to solve your way out of the situation.

Information can also be seen within the video game itself with the mechanics involved, an example of said information is how the game shows the player the amount of lives they have or the amount of crates they have destroyed, this is known as in-game information. From a personal approach information can be gathered from several people who analyse it in a different way, by this I mean one person could analyse the game and look for a hidden agenda that the developers might be trying to get across, other could look towards it for information on video games, such as what makes a good 3D platformer or why the platforming game is so popular.



Personal identify
Personal identity talks about how people relate themselves to a piece of media whether it be the character or story being told. When playing Crash Bandicoot Warped I can relate to the game and the character and gameplay as the character is quite a happy go lucky guy with a humorous attitude that amuses a lot of the audience with his actions. I can also related to the story as I believe most people can since it is about how an unusual candidate has to take on such a big task to keep himself and those he loves safe, this speaks to me because it feels like a representation of some of the times in life where I felt like an unusual candidate to undertake or go through something but when looking back I learned and it has help me to grow to the person I am which is going to help me grow for the future and help my family and friends grow as I do so.

With personal identity comes gain as well for the development company, if people feel like they relate to a video game character or game in general I think that this would improve the sales of the game as people wish to play as someone who reflect themselves. While I do feel I identify with Crash I don't feel like I identify with every video game character, a good example of this is Cortex, the main villain. Why I don't feel like I identify with him is because of the personality he has, he is always looking for a way to bring hurt and demise to people he either hates or doesn't know. He is painted in this light for a reason though and that is to gain the reaction of not identifying with him, I feel like many people would agree with me that Cortex is a character who they don't wish to identify with due to the way he acts but would identify with Crash because of how popular and likeable he is.

Integration
Integration and social interaction would come in the form of discussion with people or playing the game with a friend or family member who is in the room with you. With a lot of video games there is a bigger sociably interactive side to them with things like co-op or online multiplayer being a part of the game which allows people to connect and verse/help each other fight through levels or within an arena.



As for Crash the only social aspect is as mentioned previously and from my experience from my childhood I would play the video game with my family, this was because I was quite young and would be very bad at video games requiring me to have a helping hand for some of the missions. My family also liked to have a party type mode which was a rule invented where if the player who was controlling the character died or completed the mission they would pass it onto the next player so no one was left out and we could all gain entertainment from watching and playing the game.



The second sociably interactive part I gained from Crash was the discussions I have had with friends, due to a lot of my friends being gamers and of the same age the majority of them have played the game and so we have had conversations where we talk about our favourite games and developers. We conversate over what we enjoy about the game and why and our interpretations of the game from our individualistic point of view. It has also helped me to initiate a conversation with people who I have not known very well which has caused a better friendship to blossom from awkward, small interactions to being comfortable and being able to talk about anything.



Entertainment
Entertainment is the biggest part of the game including the main reason it was made and why I play it. Video games have been created to offer this form of interactive entertainment that allow the player to experience things not possible to the realistic world. As for Crash the game is centred around unrealistic gameplay, as you can see from the cover of the game it has a giant Bandicoot has the main character of the game.



The narrative offers a humorous, quirky unrealistic story involving time travel, human like animals, mad scientists and more coming together to create a fantasy world for pure entertainment purposes. The game can be quite relaxing in some areas and very tense in others depending on what kind of play through you are going for, the game caters to people of all ages as the levels are quite easy to traverse through for small children but to collect all items and complete the game to its fullest will involve a more difficult journey through the game.

While the game does offer this element as its main target, this won't apply for everyone and the developers will have taken that into consideration when developing the game. Instead they will aim for a certain target audience, in Crash's case it aims at people who play 3D platformers aged 3 and above, this wipes out people who are haters of the platforming franchise and naughty dog know this will not bring them entertainment. However, they will still develop the game for people who are looking forward to this kind of game, their target audience.

Conclusion
When Crash Bandicoot has the uses and gratification theory applied to it there is a clear insight that the game can be used for a multitude of reasons to allow for individualistic thinkers to consume the piece of media and use it accordingly. However, these points explained are from my experience and so only give an insight into what I could use them for or how they associate to me personally.

As other individualistic people will experience Crash Bandicoot they will come to terms with associating it with their personal ideas and have different reasons for why they play the game. I believe the uses and gratification theory allows people to grow in their own way as they can identify different pieces of media to the way they believe it should be used, for example, where I stated that the main reason I use Crash Bandicoot for entertainment someone else might not and so they categorise it as more informative whether it be a personal reason or job related.

However, there are some weaknesses to this as the uses and gratification theory only expresses a theory about the piece of media an individual will digest. This means that they have to place the piece of media into at least one of the categories available and if a person doesn't find something, such as Crash Bandicoot, informative, personally identify with it, integrating or entertaining then it is a void piece of media that does't allow individualistic thinking therefore rendering it entirely useless. Also the individuals don't choose the information they see so if they don't want to see games such as Crash Bandicoot to digest then they have no control making it only partially inquisitive thinking.

Sources:

http://www.weteachwelearn.org/tag/discussion/
https://en.wikipedia.org/wiki/Crash_Bandicoot_(character)
http://www.andrewontheair.com/tag/television/
https://www.youtube.com/watch?v=p0GsJiQTWPI
http://www.uidownload.com/free-vectors/connected-people-graphics-free-vector-420145
http://www.gamespot.com/articles/crash-bandicoot-is-in-the-new-skylanders-netflix-s/1100-6444931/
https://www.crashmania.net/en/games/crash-bandicoot-warped/overview/
https://www.mirthinabox.com/p/nerd-glasses#.WHavQbaLR8c
https://www.sparksdirect.co.uk/blog/plumen-001-and-plumen-002-the-worlds-first-designer-low-energy-light-bulbs/
http://philosophy.atmhs.com/area-of-study-2-personal-identity/