Blackpink - the game csp

 BLACKPINK: The Game CSP - Blog Tasks


Language

1. What is the primary objective for the player in Blackpink: The Game?

to be their manager 

2. What is an "Alternate Reality" narrative? How is this used to frame the storyline of the game?

they get back moved to their pre-debut era and move along with

3. Where is the game set? Identify at least two different types of locations the player interacts with.

blank version of the company building

4. What is the difference between the playable characters and the NPCs (Non-Playable Characters) like "Blinky"?

NPCs provides tutorials and navigation where as the playable characters don't

5. What specific activities and mini-games does the player perform to progress the band’s career?

board and schedule events , puzzle based games , seasonal themes and attendance passes.

Representations

1. What representations of women and femininity can be found in the avatars in BLACKPINK: 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.

2. How does the game represent K-pop celebrity culture and the "idol" lifestyle to its audience?

 the game presents a positive, idealised version of fame. It builds a para-social relationship by making the player "responsible" for the girls' success

3. How does the game reinforce or subvert traditional gender stereotypes through its character design and gameplay mechanics?

 player "responsible" for the girls' success and allowing "direct" messages from the band members.

4. What does the game suggest about modern perceptions of fame and the importance of a "para-social" relationship between stars and fans?

para-social relationship by making the player "responsible" for the girls' success and allowing "direct" messages from the band members.

5. How might a critic or a media student challenge the representations of body image or beauty standards presented in the game?


Audience

1. Who is the primary target audience for BLACKPINK: The Game? Identify at least two different groups of players the game appeals to.

audiences developing an affection for certain stars or characters.  

2. What are "Blinks," and how does the game use brand loyalty to attract and retain its players?

Blinks' are fans of BLACKPINK, and the game uses brand loyalty through the consistent use of the black and pink colour scheme, and also images of the band members in order to attract these players through their love of the group.

3. Using Blumler & Katz’s Uses and Gratifications theory, what "pleasures" or "gratifications" does the game offer to its audience?

The game offers: diversion, as it offers a sense of escapism and entertainment; personal relationships, as it allows fans to feel closer to the band members, particularly through the 'direct message' feature where players can talk to a simulated version of the members; personal identity, perhaps in being Korean for Korean fans, or players seeing their style / aesthetic represented through the outfits and 'chibi' aesthetic of the game; and surveillance

4. How does the "BLACKPINK World" social space encourage audience interaction and a sense of community?

The 'BLACKPINK World' is the game's social hub where players' custom avatars can interact with each other, encourage audience interaction with other fans and creating a shared sense of community with other people

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?

The Game has been marketed to a global audience through the usage of the English language in the trailer, while also featuring the Korean group itself, with the member's nationalities also attracting fans of similar backgrounds.

Industries

1. How much does BLACKPINK: The Game cost to download, and how does this reflect the "freemium" business model?

The Game is completely free to download yet has microtransactions in order to make profit, reflecting the "freemium" business model where games are made free yet microtransactions are made almost necessary in order to have a better experience

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).

The game makes money through 'Pink Diamonds' and coins that are or can be purchased with real money, alongside World Tickets and Stardust in order to acquire special items, costumes and photo card draws.

3. What role do "Gacha" (Gambling) mechanics and randomised rewards play in the game’s monetisation strategy?

The game features microtransactions centred on a gacha system to obtain exclusive photo cards, outfits and resources. Photo cards are given different rarities in order to make the highest-rarity cards seem more enticing, convincing players to spend money through buying Pink Diamonds or Gacha Tickets.

4. How was BLACKPINK: The Game marketed and promoted to a global audience (e.g., social media "teasing," App Store screenshots, and YouTube trailers)?#

BLACKPINK: The Game has been marketed to a global audience through the dual release of the game alongside a new single 'The Girls' written specifically for it, with the music video featuring the girl's avatars

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?

The game is a prime example of synergy; it launched alongside a new single (The Girls) written specifically for the game, with a music video featuring the game's avatars

Comments

Popular posts from this blog

audience - effects theory

doctor who - industry and audience

blog feedback