BLACKPINK: The Game CSP - Blog Tasks
Language
1. What is the primary objective for the player in Blackpink: The Game?
You become the manager of the BLACKPINKS and you get to solve puzzles to clear schedules
2. What is an "Alternate Reality" narrative? How is this used to frame the storyline of the game?
You need to manage the band member and you need to clear up their schedules by solving puzzles building departments and you need to build up and develop their careers
3. Where is the game set? Identify at least two different types of locations the player interacts with.
It can be set in a Management agency where you act as the leading manager
It can be set in BLACKPINK world where players can roam around as their customisable characters where players can interact with one another.
4. What is the difference between the playable characters and the NPCs (Non-Playable Characters) like "Blinky"?
The playable characters, you control and influence yourself. You are the main character in the game. NPC's are fictional characters, not controlled by anything but codes. These NPC's serve as guides for you and give tutorials on how to advance in the game.
5. What specific activities and mini-games does the player perform to progress the band’s career?
Bingo and puzzle events and special stage events.
Representations
1. What representations of women and femininity can be found in the avatars in BLACKPINK: The Game?
They have poignant representations of women and femininity. The characters have idealistic bodies and portrays unrealistic stereotypes.
2. How does the game represent K-pop celebrity culture and the "idol" lifestyle to its audience?
It portrays a positive idolised version of fame and implies that their lives ae very complex and hectic
3. How does the game reinforce or subvert traditional gender stereotypes through its character design and gameplay mechanics?
It reinforces gender stereotypes as the avatars have unrealistic bodies and it falls onto females to hold up these unrealistic views.
4. What does the game suggest about modern perceptions of fame and the importance of a "para-social" relationship between stars and fans?
It makes the audience feel responsible for the stars success and allowing for direct messages from the band members. It portrays a positive view about fame and stars.
5. How might a critic or a media student challenge the representations of body image or beauty standards presented in the game?
It has been criticised due to Avatars often portraying unrealistic stereotypes for women, featuring identical body types with small waists and hourglass figures. Similarly, the game presents a positive, idealised version of fame.
1. Who is the primary target audience for BLACKPINK: The Game? Identify at least two different groups of players the game appeals to.
Younger audiences of teenagers- young adults, The BLINKS
2. What are "Blinks," and how does the game use brand loyalty to attract and retain its players?
They are BLACKPINKS super fans and they will almost certainly play the game as they have already build para social relationships with the band members.
3. Using Blumler & Katz’s Uses and Gratifications theory, what "pleasures" or "gratifications" does the game offer to its audience?
Diversion, the game is fun
surveillance, understanding how to manage the band
personal identity, people may want to go into a similar line of work
personal relationships, people like the band members
4. How does the "BLACKPINK World" social space encourage audience interaction and a sense of community?
It is a space where BLINKS can talk to each other and can form a strong community through their shared interests and passions, and love for BLACKPINK
5. How has the marketing for BLACKPINK: The Game (e.g., YouTube trailers and social media teasers) been designed to reach a global digital audience?
Industries
1. How much does BLACKPINK: The Game cost to download, and how does this reflect the "freemium" business model?
The game is free to play, however it has a lot in in app purchases which banks in a ton of money as people wouldn't mind paying for a game that they didn't need to pay for in the first place.
2. In what ways does the game make money? Identify at least three different types of in-game currency or micro-transactions (e.g., Pink Diamonds, World Tickets).
buy "World Tickets"
3. What role do "Gacha" (Gambling) mechanics and randomised rewards play in the game’s monetisation strategy?
4. How was BLACKPINK: The Game marketed and promoted to a global audience (e.g., social media "teasing," App Store screenshots, and YouTube trailers)?
5. How does BLACKPINK: The Game use media convergence and synergy to cross-promote the game alongside the band's music, such as the release of the exclusive single The Girls?
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