When it comes to the gaming industry, all companies must obey specific laws and legal issues that can dramatically affect both their advertising and actual game products. One main example of a limitation can be the age rating. If a company wishes to produce a game, they must first decide on a target age range. Choosing a target audience can alter the end results, as aspects such as age rating can affect the final product. For example, if a game is aimed at ages 12 – 16, it will not likely contain any childish themes, but will most likely not contain strong horror and gory themes either. Another example of a fairly big limitation is the target audience. If a company wants to produce a game to the masses, they will have to design the game so that many different people will enjoy it. For example, the company may wish to avoid making a game that is designed solely for women, as this means that men will probably not buy the product.
When making the advertisements for these games, many more different aspects must be taken into account. An example of a main aspect is choosing the style of the advertisement. With games, it is better to create advertisements that relate to the game itself. Choosing a style that is unlike the product may confuse the audience. For example, it is not a good idea to make an advertisement to a horror genre game that contains content that looks more suitable for a much younger audience. Another aspect that needs to be taken into account when it comes to advertising is iconography. When looking into advertising for a game, it is a good idea to use correct iconography that relates well to the game itself. For example, a picture of a game controller is a good iconographic symbol of gaming. It is important to choose the right type of iconographic images to use in adverts, as it can help to attract the correct target audience.
Good points, however, I really want to see you researching and including quotes from sources you have found. You could even include reference to articles claiming computer games influences youth behaviour as this is a big area the media have delved into frequently in a similar way to film and music (make those links as well - refer to hypodermic needle theory etc).
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