CCR #4: HOW DID YOU INTEGRATE TECHNOLOGIES – SOFTWARE, HARDWARE AND ONLINE – IN THIS PROJECT?4/28/2021
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Link: https://create.piktochart.com/output/54086600-ccr-2
I am very proud of how my final double page spread turned out. When it comes to adjustments I made, I really just edited the fonts I used to meet AICE guidelines, as well as added a drop cap in front of my article. Additionally, I made grammar adjustments I missed when making my first draft, as well as editing the transparency of my typography on the image. Most importantly, I added a secondary color to my headline, as I thought this would give the article more depth. Most importantly, I added a pull-quote to my article, which I also felt would add suspense and catch the readers eye.
I made a lot of changes when concerning my final draft of my magazine. I kept a pink and fun color scheme, as I felt it complimented the pink of the Azalea flowers in the cover image. (and the bunny pictured is actually named Azalea) I added a cute bunny hopping near the selling line, as well as a bunny in place of the 'i' in "Binky" of my masthead, as it was cute and fun. Aside from some image editing, and fixing of transparency and typography, everything else was kept relatively the same as my second draft.
Discuss the issues raised in the targeting of national and local audiences by international or global institutions
A conglomerate in the video game industry is that of Nintendo, as they have produced and developed some of the most popular and objectively greatest video games in history. They produce video games internationally, so they are a worldwide sensation. An example of an independent or indie company in the media would be Studio MDHR, as they developed games such as Cuphead, and have only a few developers. They are stationed in North America; however, their content can be accessed internationally. Nintendo produces their games through thousands of developers, as well as hundreds of external developers, however, most production occurs in Japan. Studio MDHR is only composed of a few developers, in which production occurs in North America. Nintendo reaches its audience through various forms, as social media and even print media are plastered everywhere, and there are millions of consumers ready to pay for whatever product is produced. Studio MDHR is very small, and although 'Cuphead' was a huge sensation, they advertised using social media, as well as releasing their game on markets such as Steam and X-Box. Nintendo is a very big company, so they are a multi-billion-dollar company that has a great reputation, however, there is more criticism on what they produce, as if it is bad, their consumers are not afraid to share their opinion and tarnish the games reputation. When it concerns Studio MDHR, they make less of profit, as the most they have ever been worth is a couple million dollars, however, their games take more time to produce, therefore, getting a lot better review and less criticism. Works Cited: Conte, Niccolo. “Switch to Success: 20 Years of Nintendo Console Sales.” Visual Capitalist, 24 Dec. 2020, www.visualcapitalist.com/20-years-nintendo-console-switch-sales/. Hollis, Daniel. “Studio MDHR Releases 'Cuphead' on the PS4, DLC Coming at Later Date.” NME, 29 July 2020, www.nme.com/news/gaming-news/studio-mdhr-releases-cuphead-on-the-ps4-dlc-coming-at-later-date-2716967. This article basically talks about how news- that is of any virtue- can be negatively impacting our lives. Many events are on their own stressful and traumatic, for example, 9-11 and the Boston Massacre, but the news amplifies that stress onto anyone, anywhere in our world. Many studies have even shown trauma in people who weren't even at the events, but just consumed so much coverage of it on social media and television. Events are proportioned so negatively, it makes people change their thinking and decisions, as well as affecting mental and physical health.
I absolutely agree with the ideas expressed in this article. News outlets of all sorts have one main objective, and that is to be at the top and make the most money. The way they can easily do this is to make each story as interesting and engaging as possible, and negatively allocating it is the easiest way to do this. Personally, when I go back and watch news coverage on events that directly affected me such as the Stoneman Douglas shooting, the way they describe details in-depth and show no sincerity to the victims really made my mental health spiral. News is so twisted and biased, I wouldn't be surprised if it has forever changed the way people view things long-term. Works Cited: Gorvett, Zaria. “How the News Changes the Way We Think and Behave.” BBC Future, BBC, 12 May 2020, www.bbc.com/future/article/20200512-how-the-news-changes-the-way-we-think-and-behave. Social media has shaped everyone who uses its identity. Ulrike Schultze claims ever since social media has emerged; we have been more together when considering our identity. We all identify as different races and such, as for example, ethnic emojis have made us more prone to that lifestyle, as now have to think about what we say or do when posting and such. She divided our identity shift into three categories. First, we are marketed by producers, as we consume their products. If we are playing a video game, and we need to buy clothes and such, our desire to be that character and what not is what draws us to consumption of that product. Next is play, how we want to be different from ourselves online, so we play as that person we want to be, as the online gives us the ability to do so. Last, she explains is sociality, as we desire to connect our emotions to those, we express online, and that is in relation to being real and attaching ourselves to that character or identity. Social media has influenced me greatly, and this is especially valid in video games. When I play games such as Wizard 101, I am able to live in a virtual world in which what I say and do has no impact on reality. Therefore, I try to live a different life through that character, and that has shaped my identity, as I am able to be someone else. Additionally, when I post on sites such as Instagram, I feel I am able to express my sociality, as I connect with my audience of followers by expressing my emotions through my posts to make a real connection with those who consume my feed. I agree with Schutze in this video. I have personally had this experience, and the emergence of social media, as well as virtual worlds have shown how different one can be online in relation to offline. As people have the desire to be different, expressing your emotions through a character or post, in relation to in person, can be comforting for most people, as well as promote a better understanding of each other. I completely feel this correlates with our identities, as without this, some of us would not be who we are today. Link to Video Used: https://www.youtube.com/watch?v=CSpyZor-Byk |