Explain at least two uses and gratifications of video games using Blumler and Katz’s theory. Refer to The Lego Movie Video game to support your answer:
One reason for the use of video games is for the audience
to experience escapism. For example, The Lego Movie video game is based around
the idea of walking around a Lego town, completing certain tasks and even
fighting Lord Business. By allowing the audience to
immerse themselves in a fantasy world where they are in control, the creators
of the game are helping them to experience escapism. The audience can use this
game as a distraction from the real world; somewhere they may not have as much control. Furthermore,
the game can appeal to both a younger audience and a slightly older audience.
Whitty comments and funny lines are said in the game (mainly by Lord Business)
that, in some circumstances, would only be understood by an older audience. Therefore,
video games can appeal to a range of different audiences and can be used for diversions
(or escapism).
Another useful aspect of video games is learning about personal
relationships. For example, in The Lego Movie video game the audience are in
control of their character and chose how they should react to certain
situations. This idea can allow the audience to reflect on their own personal
identity because they are able to side with certain characters or even aim to
be like them in some respects, while wanting to stray away from others. Vitruvius,
for example, is a wise, somewhat omniscient and omnipotent character. He
strives to do what is morally right and defends others from the enemy (Lord
Business). In a way, he, and other characters such as Emmet, could be seen as
a role model to some for example, teaching a younger audience to stand up for what is
right and to have courage.
On
the other hand, Lord Business is a representation of the people in life who are
selfish (he wants the Kragle for himself) and aim to do no good; he fights anyone and everyone in his way, even aiming to
brainwash the Lego people who live in his city. The idea is that people who
somewhat have these negative traits are inevitable in life, one of the messages
in the game is that you have to stand up to them and do what is right. This
is a message that is quite important to teach a younger audience, and an older
audience would be able to relate to this too. Therefore, video games can be
used as a way of reflecting on your own personal identity.
Mark 10/10 Excellent
ReplyDeleteBlumler 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.