Thursday, January 14, 2021

01 PROMOTING THE LEGO MOVIE

The uses and gratifications framework outlined by Bulmer and Katz, identifies 4 main audience pleasures. Which included; entertainment, personal identity, surveillance and social interactions/ personal relationships 

 In my view the most important category offered by the Lego movie video game is escapism, diversion and entertainment. It offers lots of action as we are playing as the main character who has to solve quests and tackle the mission of taking down Lord Business. This can be done in many different characters which you could pick from. As of the large menu page where you can pick the character you think you best relate to, overall meaning you can immerse yourself into the game even more. 

Another important audience pleasure is that it offers a co-operative gameplay, which means you could play with a friend and combine both your skills to complete all the missions. This would allow a relationship to form as you both work together as a team to take down the boss, the video game also offers the feeling of humour category is our social relationships. This could relate to the water cooler moment as you can talk and build a community around the LMVG. 

LMVG allows players to engage in a battle to save the world and defeating bad people, on the side of heroes and defeating evil. Against an evil and bad opposition in the form of Lord Business. It also allows younger viewers and players to play as Emmitt who is a very accessible character just like they are, as he  need supports of his friends, as he is just a regular person with no superpowers. As well as this female gameplayers would feel relatable to the character of Wildstyle as she is seen not to be any less powerful, or important compare to the male characters, this could allow the female player to connect with the character . This is portrayed also in her poster when we see her fighting evil. It will also give them a chance to escape from the real life world which they face everyday, and allow them to feel powerful and a sense of importance after they complete the game.

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