Tuesday, 10 November 2020

 

One of the main uses and gratifications of video games using Blumler and Katz’s theory is that it provides entertainment and a temporary escape from the real world for all ages and not just children. People of all ages can understand, relate to and find joy in games like The Lego Movie Video Game for all different reasons. For example, adults or senior people may pick up on the older sides of the Movie that is aimed at them, and may understand the story line in more detail. Like how adults working offices jobs can relate to the robots at the beginning following Lord Business and all dressing and acting the same way, it refers to how businesses are trying to limit the amount of freedom the workers have. However, the children may pick up on the fact that Emmet and build and destroy anything he wants without there being any consequences; something most children don’t get to experience so when they play the video game they aren’t used to that amount of control. Therefore, one gratification of video games using the Blumler and Katz’s theory is the pleasure that people of all different ages get when they play the game for all different reasons.

Another one of the uses and gratifications of video games using Blumler and Katz’s theory is that it brings families closer together because it is something they can all participate in. Referring back to the last point, everyone can enjoy the game and movie for different reasons so when a family does find something everyone enjoys it adds an interest that they can all share. It can also be very hard to find a film that is both adult and child friendly that they are all actually interested in and one doesn’t cancel out the other. Altogether, a gratification of the Lego Movie Video Game is that all members of the family can enjoy it and don’t need to worry about it either not being child friendly or not made for adults.

One use of video games using Blumler and Katz’s theory is that it gives people shared values and beliefs that they all agree on. For example, in The Lego Movie Video Game everyone wants the same things to happen, for the main character, Emmet, to win and become a hero and for the villain, Lord Business to be defeated. Therefore, this causes discussions and agreements about their favourite characters and when they get to control these characters in the video game they build up a desperation to complete the mission.

1 comment:

  1. Mark 10/10 Excellent understanding and also evidence! Well done, Nancy.
    Blumler and Katz argued that there are many uses and gratifications that audiences gain from the media and these make the media successful. Personal identity, social integration and integration, entertainment, and surveillance are four types of uses and gratifications.
    Video games offer entertainment: The Lego Movie Game, like most games, allows the player to enter a fictional world that means they can escape from their everyday life. It allows players to re-experience entertaining aspects of the original film, such as its humour and silliness. As players work their way up the levels they can feel the satisfaction of becoming an expert player.
    Video games offer social interaction/integration: many multiplayer games enable a worldwide community of players
    to come together in the game and communicate with each other; many gamers use online forums to discuss games with fellow fans. The Lego Movie Game is not a multiplayer game, but it does offer a set of characters that the audience already knows that they can interact with – this can give them a sense of belonging as if they are a member of a real community. Video games also allow people to escape from the people that they live with, if necessary, which may make it easier for them to live together. The more entertaining a game is, the better it can serve this purpose.

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