Compare the promotional posters and identify similarities.
Applying the Uses and Gratifications model to Call of Duty Black Ops
To reinforce personal identity by comparing our own roles with similar roles in the media : What do gamers feel a part of here? What is it about the games that an audience identify?
Fighting for a ‘good’ cause, albeit one that has a distinct ‘Pro-Western’ sentiment (US heroes/Communist ‘villains’)
Becoming a ‘hero’ (aspirational)
The need for companionship and interaction : Who or what are they interacting with? How could we address companionship?
Playing on-line/in teams/competition
Interacting with a narrative structure to progress through the game
The need to be informed : What is the game telling the audience? What information offered up from the game could be identified as useful? Does it inform lifestyle for example?
Messages about the human ‘cost’ of war OR what must be sacrificed to achieve peace.
The need for entertainment and diversion
Escapism: the game takes us to foreign lands and into exciting situations. This may be more measured than other games as the game tries to create a sense of realism in its depiction of war. It does however clearly feature fantasy elements (travelling back in time to the 1950’s and 1960’s during the height of the ‘cold war’