Tekken Tag Tournament 2 Tekken Characters Mechanics Gameplay

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Tekken Tag Tournament 2

Tekken Tag Tournament 2

Tekken ● Characters ● Mechanics ● Gameplay ● Story

Tekken ● Characters ● Mechanics ● Gameplay ● Story

Audience ● Age rating for the game is 16+ ● Aimed to both male

Audience ● Age rating for the game is 16+ ● Aimed to both male and female audiences ● How it's aimed towards the audience ● Unique Selling point

Hypodermic Needle Model ● Hypodermic needle model means that the media is showing and

Hypodermic Needle Model ● Hypodermic needle model means that the media is showing and giving of such a powerful effect on the audience through the content being provided. ● For example when hitler was explained by the media in WW 2 germans ended up falling behind the nazi party because they were related and they were seen as enemies even tho they were innocent. ● In tekken tag tournament 2 the hypodermic needle model would be the case of a single character that is causing chaos and every other character has something against him. ● So by seeing the cutscenes for each character and reading their back stories would make you want to follow that character, so you're now basically going to fight against someone else.

Uses and gratifications theory ● UGT is a type of sociology keyword that represents

Uses and gratifications theory ● UGT is a type of sociology keyword that represents a way of communication that focuses on the typical media and its audience. ● UGT has a wide effect on its audience, so the way media is represented on the audience can be deceived or not. ● In tekken tag 2 you get the choice of choosing between male and a female character so the media is giving you the option of being sexist and going against the opposite gender.

Reception study ● Receptions study Is away for the media to communicate and research

Reception study ● Receptions study Is away for the media to communicate and research with the audience following up cultural reasons. That is not only the case at times different readers may see things differently. ● By the use of reception study in tekken each characters comes from a different back ground having there own types of fighting skills for example, eddy gordo is brazilian so he used the fighting style capoeira. ● Because reception study researches a specific culture it then needs to represent that culture in such a effective way that it wouldn't make the culture seem out of place so they wouldn’t feel like there being underestimated.

Passive or Active Consumption ● Passive consumption means a person is basically ignoring most

Passive or Active Consumption ● Passive consumption means a person is basically ignoring most of the text they are receiving and is therefore passive. ● Active consumption is the exact opposite of passive, where a person pays attention, taken in the text and break it down like in media. ● In games such as tekken it immediately goes straight into the fight battles therefore the game is more on the passive consumption.

Effects Debates ● Media intends to release information on games from debates and what

Effects Debates ● Media intends to release information on games from debates and what they intend to hear and see for themselves in some cases when it comes to debates people start to speak openly, so i a game was to contain inappropriate footage/content people may end up taking this the wrong way and can become a huge issue in the future. ● The effects of advertising can be placed as both advantage and a disadvantage due to the fact they can increase their money fund as well as getting on peoples nerves when a advert pops up while they're in a middle of a game. ● Health concerns would be a small bring up within a debate due to the fact when it comes to creating a game you will need to already know the health concerns that may be brought up in the future, however health concerns would be quite an impact due to the fact that possibilities of new concerns may arise. ● censorship debates is basically having a debate, but hiding all the true facts so that people rivals don't end up learning important information.

Responses ● Response to games can carry a large impact in its future development.

Responses ● Response to games can carry a large impact in its future development. ● Responses can also be negotiated with another to work out the best idea for their game. ● Responses can als be affected by culture for example, if the game represents a certain culture in an incorrect point of view and someone made a response that would make the culture seem more accurate, someone from that culture should be given the chance to explain how their culture works.