HOW DOES YOUR OWNPERSONAL EXPERIENCE OFCONSUMPTION ILLUSTRATEWIDER PATTERNS ANDTRENDS OF AUDIENCEBEHAVIOUR IN THEINDUSTRY YOU HAVESTUDIED?
Introduction…. Start of with introducing the question. State which industry you have studied and which case study you have looked at. Briefly answer the question by stating that you will describe in more detail about the trends and patterns you have noticed when playing games.
Paragraph 1 Start by explain what consumption means and relate the term back to the case study. Also explain what is meant by audience behaviour and what relevance it has with the case study.
Paragraph 2 Talk about how the convergences that you expect in video games is provide to you in the games you play. Then relate it back to the case study, for example, more immersive realistic graphics and motion control.
Paragraph 3 Think about how the developers provide you with what the user wants. Sixaxis-PS3 Gibbing Multiplayer Drop in Drop out (No waiting) More realistic game play (Cut Scenes)
Paragraph 4 Describe the trends that you recognise when thinking about your own game playing experience. Explain how trends in the industry such as violence has become more popular. As more games in the industry are becoming more violent. This could also be linked back to paragraph 3.
Paragraph 5 Describe the patterns that you recognise when thinking about your own game playing experience. Patterns in the industry such as more immersive gameplay and better graphics are being include in new games. This could be linked back to Dead Island.
Conclusion Finish off by re-answering the question. Go over the points you made before. Use other games as examples, including the case study to show how trends and behaviours towards games influence personal experience.