Thursday 7 December 2017

Q8 Uses and Gratifications of video games









Blumler and Katz's theory is that of uses and gratifications. The theory states that audiences seek out media to meet their specific wants and needs. They believe audiences seek out specific media for four main reasons: surveillance, relationships, values and relaxation. Surveillance is when they see what other people are doing in the world and how they deal with it. They watch certain films or TV shows to build relationships with the characters and other people who watch the same things. The audience mainly view media that reflect their own personal values and they view media to relax after a long day. Audiences will play different video games for the same reasons. 


The Lego Movie Video Game will generally appeal more to younger audiences, even though the film upon which it is based can appeal to a wide age range. An example of gratifications children may get out of the game is the sense of good and evil. They will be rooting for the "good guy", such as Emmet and Wyldstyle, to win instead of the "bad guys", such as Lord Business,; this is an example of values, which the children believe in, being reflected by the game.

An example of both, values being reflected and relationships, is the fact that Emmet is presented as an ordinary guy. A lot of kids can relate with Emmet because they feel that they are also very average and ordinary people just like Emmet is. To see an ordinary person become a hero, who "saves the day" gives them a sense of determination and hope that they too can accomplish their goals and dreams.


Although mainly set for a younger audience a younger audience may enjoy the game and film for some of the jokes and references in it. For instance the frequently referenced "Piece of resistance", although it might go over the heads of most  children, is a clear play on words of the French saying pièce de résistance. This is just one example of jokes and references which can satisfy the gratifications of the older audiences. 

Another example of relationships is that of the recognition of the characters. People will recognise the characters from the Lego Movie game, from the film and/or the actors which voice the charterers. For example if someone's favourite actor is Chris Pratt, they will have their gratifications met because Chris Pratt voices the character Emmet. 

In conclusion, people will play specific video games for the same reasons they might watch specific films; they recognise and relate with the characters in it, they find out how the characters deal with certain situations, they see their personal values reflected by the narrative and they enjoy it and like the game-play. 




1 comment:

  1. Good to copy the exact exam question at the top of your answer: this will be helpful when you revise.
    Mark out 5 of 8
    1. Your opening, whilst showing knowledge of the theory, is not related to the video game. Write " The video game offers audiences many pleasures such as..." You do not starting integrate the Uses and Gratifications model, which is the biggest weakness in your exam answer. Doing so will become easier with practice.
    2. Show more understanding of the cross-promotion with the film, the relationship with the brand and its characters (synergy). Cross promotion is not the casting of familiar actors.
    3. You mention humour like the adult jokes (the reference to the Piece de resistance = best and most important or exciting thing).
    4. You refer to pleasures of the game itself such as 'enigma, jeopardy (a sense of danger) and spectacle'; mention the quest (exploring new worlds), the use of the first-person protagonist (the gamer associates directly with the game). What about the pleasure of rising through the levels, the thrill of transgressions (fighting and chasing); you note the pleasure of helping to defeat Lord Business.
    5. Refer also to childhood nostalgia for parents & the pleasures of playing with their children

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