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Case Study: FIFA 13

Target Audience
-Generally selected to the male population but not exclusively for males.
-Generally Aimed at football fans of the younger generation e.g from ages 10-
30. As it is played on modern technology.
-Social classes: Middle/Working class mostly, as games and consoles are
exceedingly expensive at around £35 a game.
Scheduling and Format
•   Scheduling is not an issue with the FIFA as it can be played at any time of the day. With the
    game being sold at the cheapest prices in supermarkets such as Asda, Tesco and Sainsbury's
    est. This is where gamers will go to purchase their game at the best price possible.
•   Edited games and players appeal to the football fans as it gives them a sense of involvement
    in the sport, giving the gamer a closer relationship with players as they play the game as a
    ‘Manager’ of their favourite team.
•   The game allows the football fans follow their dream and make them feel more involved in
    football as if they were at the elite standard. The shortening of games and difficulty level easy
    to a just depending on how consumers play the game. Attributes vary from Amateur – World
    Class.
•   Availability to play the game online against other users who play the game creating more of a
    challenge.
•   Entertainment: Giving a sense of relaxation, pleasure and emotional release i.e
    Students, workers est.
Narrative Elements
•   Consumer is able to chose their favourite team out of all leagues in the country and the
    world to play Career Mode. This enables the consumer to be connected to the game and to
    prevent boredom. Also keeping the factor of it being a dream i.e. managing their favourite
    team.
•   Newly introduced into 2012-13 models is Ultimate Team, an optimistic team sheet seeking
    out challenges from the consumer online. Consumer can play games in tournaments to gain
    coins and gradually build the best team possible.
•   Winning trophies and gaining coins all ultimately giving the consumer pleasure and pride in
    their attributes to the game.
•   Players, Managers, Commentators, Fans and Referees are all character to try and make the
    game as close to real life as possible. The sense of the good and bad guys in a fictional way.
    i.e. Referees are seen as villains and when players score a goal they are seen as the heroes.
    These are seen as Models of Identity; Specific characters for specific reasons.
Presenters/Commentators
•   Presenters and Commentators of the game are all Ex footballers. The reason for this is that it
    creates a sense of togetherness with former players and fans. Also with them being
    performers at that elite level there ability to analyse and evaluate a performance is better
    than most.
•   Commentators tend to be ex players with brilliant records in their history as a player. I.e.
    Never in the press for bad reasons and discipline on the pitch.
•   The commentators on the game are the same as who would commentate every weekend
    games, again to create a sense of realism and connection with the supporters.
Editing
•   Players are edited to look as realistic as possible to create a entertainment value and to give
    the consumers a feel of what the game is like at the top level.
•   Players are then edited ability wise. This shows the ability of a player with an overall rating
    giving the consumer the ability to compare players, EA will edit the players according to form
    and status of the player i.e Lionel Messi rating 97 overall out of 100.
•   Stadiums are set into the game but can be changes in career mode by the consumer to their
    specifications and demands.
•   Game Settings enables the consumer to contol the length of the game, the level of difficulty
    of the game, the type of football they use and the camera angle.
Verbal/sound Elements
•   Commentators use the language of football freely without having to explain it, this
    creates a bond with the football fans as they know what is going on without having to
    explain rules.
•   Songs play during intervals of the game or before and after a game to keep the
    consumer entertained while waiting for the next game.



Social Integration
    People can come together and speak to friends and family through Xbox live which enables
    people to communicate, creating new relationships and friendships.
Camera
•   There are many different camera angles on fifa to suit the playing style or how the consumer
    wants to view the game. There is a Tele view which is most common as it is realistic and
    similar to watching the game in your front room. Then there are many more such as;
    dynamic, television broadcast, end to end, be a pro. All these different angles can be used
    giving options to the consumer.

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Product and audience

  • 1. Case Study: FIFA 13 Target Audience -Generally selected to the male population but not exclusively for males. -Generally Aimed at football fans of the younger generation e.g from ages 10- 30. As it is played on modern technology. -Social classes: Middle/Working class mostly, as games and consoles are exceedingly expensive at around £35 a game.
  • 2. Scheduling and Format • Scheduling is not an issue with the FIFA as it can be played at any time of the day. With the game being sold at the cheapest prices in supermarkets such as Asda, Tesco and Sainsbury's est. This is where gamers will go to purchase their game at the best price possible. • Edited games and players appeal to the football fans as it gives them a sense of involvement in the sport, giving the gamer a closer relationship with players as they play the game as a ‘Manager’ of their favourite team. • The game allows the football fans follow their dream and make them feel more involved in football as if they were at the elite standard. The shortening of games and difficulty level easy to a just depending on how consumers play the game. Attributes vary from Amateur – World Class. • Availability to play the game online against other users who play the game creating more of a challenge. • Entertainment: Giving a sense of relaxation, pleasure and emotional release i.e Students, workers est.
  • 3. Narrative Elements • Consumer is able to chose their favourite team out of all leagues in the country and the world to play Career Mode. This enables the consumer to be connected to the game and to prevent boredom. Also keeping the factor of it being a dream i.e. managing their favourite team. • Newly introduced into 2012-13 models is Ultimate Team, an optimistic team sheet seeking out challenges from the consumer online. Consumer can play games in tournaments to gain coins and gradually build the best team possible. • Winning trophies and gaining coins all ultimately giving the consumer pleasure and pride in their attributes to the game. • Players, Managers, Commentators, Fans and Referees are all character to try and make the game as close to real life as possible. The sense of the good and bad guys in a fictional way. i.e. Referees are seen as villains and when players score a goal they are seen as the heroes. These are seen as Models of Identity; Specific characters for specific reasons.
  • 4. Presenters/Commentators • Presenters and Commentators of the game are all Ex footballers. The reason for this is that it creates a sense of togetherness with former players and fans. Also with them being performers at that elite level there ability to analyse and evaluate a performance is better than most. • Commentators tend to be ex players with brilliant records in their history as a player. I.e. Never in the press for bad reasons and discipline on the pitch. • The commentators on the game are the same as who would commentate every weekend games, again to create a sense of realism and connection with the supporters.
  • 5. Editing • Players are edited to look as realistic as possible to create a entertainment value and to give the consumers a feel of what the game is like at the top level. • Players are then edited ability wise. This shows the ability of a player with an overall rating giving the consumer the ability to compare players, EA will edit the players according to form and status of the player i.e Lionel Messi rating 97 overall out of 100. • Stadiums are set into the game but can be changes in career mode by the consumer to their specifications and demands. • Game Settings enables the consumer to contol the length of the game, the level of difficulty of the game, the type of football they use and the camera angle.
  • 6. Verbal/sound Elements • Commentators use the language of football freely without having to explain it, this creates a bond with the football fans as they know what is going on without having to explain rules. • Songs play during intervals of the game or before and after a game to keep the consumer entertained while waiting for the next game. Social Integration People can come together and speak to friends and family through Xbox live which enables people to communicate, creating new relationships and friendships.
  • 7. Camera • There are many different camera angles on fifa to suit the playing style or how the consumer wants to view the game. There is a Tele view which is most common as it is realistic and similar to watching the game in your front room. Then there are many more such as; dynamic, television broadcast, end to end, be a pro. All these different angles can be used giving options to the consumer.