Video Games
Ownership
It is owned by Activision
Developers of the games in a rotational basis:
• Infinity ward
• Treyarch
• Sledgehammer games
Franchising
Activision also franchises the Call of Duty brand to a number of different companies.
Merchandise includes action figures, comic books and card games.
E.g. Explicit figurines with weapons
Marketing and Distribution (notes from the article)
It is a video games franchise that has brought in a lot of revenue since 2013 (the article is from 2017)
In terms of marketing, they have used celebrity endorsement as a strategy to market the videogame. E.g. Michal B Jordan
One of the ways to connect with their audience is to tease out exclusive content by baking puzzles into trending digital platform.
They release teasers about every six months.
Billboards is a traditional strategy of marketing that it is also used. E.g. BFI billboard
Live stream on Facebook, twitter and Instagram, this helps as it hits a big age range for their target audience.
Digital marketing- They realised 5 billboards in major cities. In each of these billboards there was a QR code to unlock exclusive content. This makes their audience feel special.
They spend 36 million dollars advertising their 2016 CoD title “Infinity Warfare”
Black ops 3
Activision embedded Snap codes into different locations o could be scanned that would direct them to Call of duty snapchat account.
The website
The tope of the home page has different tabs
• Games
• News
• Store
• Esports
The rest of the website is aimed at a younger audience as it is mainly uses images.
*Compared the community
Audience and regulations
GRA (Games rating authority) regulating body
It is used by parents as it shows the recommended age for children however these recommendations are not often followed. E.g. young children playing COD
PEGI – Pan European Game Information
Discrimination drugs involved
These are recommended but it is up to the players and the parents to make the decision of whether it is appropriate for them to play.
Article annotations (https://www.bbc.co.uk/news/technology-33960075)
There is not single factor to blame videogames for people’s violence
There is a controversy of whether videogames are to blame for violence.
The European Games Information (PEGI) system analyses games and gives them age ratings. There are 5 age ratings (3, 7 12, 16 and 18)
The main problem is that violence it is hard to classify, gross violence can be very subjective.
The API uses meta-analysis (using lots of results from multiple studies) to find patterns and correlations.
What theory could you apply to this article?
Reception theory - It provides entertainment
Active and passive audience – active audience would interact with the game (for example breaking TV)
Passive audience do not
Hypoactive needle theory when enforcing ideas or ideologies in certain people.
Desensitization - when someone has been exposed to violent games for a long time then the person has become used to seeing violence so does not react
Moral panic- when you are shocked or fearful. E.g. teenagers wearing baklavas, older people being fearful that that they would attack them
Audience
The violence it is extreme and should not be played by children (there is only one CoD that is PEGI 16, all the others are PEGI18)
The true audience is a much younger audience



Good news Jonah on video games and Call of Duty. Ensure that you refer back to this as part of your revision to support you with your exam questions and responses.
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