- Audiences are now using online gaming to escape their lives, now with Second Life you can achieve everything impossible in reality. For example ytou can create your own home, date, have your dream job. Instead of living life and having real expiriences they are at home 'living' in a game.
- Audiences are not just passive anymore, we are encouraged to interact for example playing games through your TV.
- Gaming is becoming a necessity of audiences' lives, at the launch of the new PS3 there were mile long queues of people waiting for the release.
- Recently gaming has become something of a fashion accessory, it is now fashionable to have the latest portable game console or to buy the latest game, this would not have been the case several years ago.
- 'The gender bias associated with video and computer games have existed since the initial phase of video game activity in the early 1980s, with young males being the targeted market (Ward Gailey, 1993). This raises the question of whether video and computer games have different impacts on males than on females.' Click here to see full article.
Thursday, 19 April 2007
3)Audience
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