Q. Analyze how media institutions are using different platforms to engage with their audiences.
Media institutions have begun using a variety of new platforms to interact with their audiences. The video game industry shows this very well with the usage of new social media platforms. Back in the 80s and 90s when games were new to the world the way games were introduced was mainly through the use of TV ads, magazines, and word of mouth. Today it is completely different. Today one of the most prominent ways games are spread is with the use of social media platforms like Twitter. The most prominent example of a twitter account getting a game popular is the video game “fall guys” Fall guys is a small little party game that gained extreme popularity during the summer. When this account began getting popular so did their Twitter account. On this Twitter account they gained over 1,000,000 followers very quickly. With a Twitter account gaining that much popularity that quickly many Twitter users found out about the game with popular tweets from the account and bought the game. This led to many new users coming to the gain and the account engaged their supporters which helped the game’s popularity, as well as kept the fan base playing. Another way the video game used a different platform to engage with their audience is with the use of Twitch and YouTube. Twitch and YouTube allows popular people and content creators play video games and share their gameplay with their audience. A game that showed how Twitch and YouTube gain players was on Fortnite. Fortnite was a battle royale game that gained popularity in 2018. On this game many content creators utilized Twitch to show their gameplay. With streamers like Ninja gaining thousands of followers it gained the attention of many people. This made the game of Fortnite the most popular game in the world at the time. But when content creators began to stop playing the game the game began losing popularity. This led to the company behind Fortnite (Epic Games) to have to pay streamers to pay the game to keep the game relevant. These two examples are just some of the ways the video game industry in media use different platforms to engage with their audience. Without the usage of Twitter on the game Fall Guys the game would likely have been less popular. Similarly the game Fortnite would have likely not have been the most popular game in the world. It is likely that with how popular the two games that used different platforms to engage with their audience have been, that many new games will utilize this same tactic.
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AuthorAndrew S Burke, P7 AICE Media Studies, Cambridge student Archives
April 2021
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