Significant+developments+in+the+media

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Low Excellence
To achieve this standard at Excellence the student needs to demonstrate perceptive understanding of a significant development in the media. The student demonstrates sufficient perceptive understanding by evaluating the development and impact of motion capture in immersive gaming. The student identifies and explains the significant development: // "Immersive gaming enables a multi sensory experience of a game world…That is where motion capture has the edge. Designers and programmers are working to create digital game characters that are more realistic and therefore more believable" //(1)//. // The ideas are developed coherently as advances in motion capture technology in gaming is examined in some detail. Specific references are provided, such as // "The game company Quantic Dream has created a character, KARA…in creating a game" //(1)//. // The student has provided a wide ranging analysis, supported by well-chosen references to develop the discussion about the development of motion capture in gaming: // "Critics argue that we are rapidly heading to the dystopian Matrix like-world predicted by Raymond Kurtweil where artificial intelligence will soon overtake human intelligence" //,// "The possible implications of a robot becoming capable of individual thought and feelings is presented as a what if" // and "// Viewing KARA makes you question where advances in technology are taking us, and the ethics of humans creating beings capable of independent thought and feelings" //(2)//. // Some conclusions are drawn as to the impact of motion capture in the immersive gaming experience, for gaming technology and also for society, such as "// What are the implications for players, confronted by realistic humanoid characters in games who have the power to make a gamer laugh, cry or feel sympathy or even love?" //and "// Being able to create characters who display this level of complexity…in developing game technology further" //(3). To meet Excellence more securely the student needs to provide a deeper discussion of the significance of motion capture in the immersive gaming experience and industry. While the student has drawn conclusions as to the significance of the development in motion capture for immersive gaming, these sometimes lack depth of discussion and/or sufficient supporting evidence.
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 * Student 1 (PDF, 37KB) ||

High Merit
To achieve this standard at Merit the student needs to demonstrate in-depth understanding of a significant development in the media. The student demonstrates in-depth understanding by analysing the development and impact of Angry birds. The student identifies and provides reasoned explanations for the significant development:// "Angry Birds highlights the power of casual games to move a company from a one hit wonder to an entertainment giant" //and // "Three years later, Angry Birds has been…accessing more and more levels //" (1). The student details the impact of the development, for example // "There are now over 250 levels…broaden its reach and audience" //(1)//. // A wide range of references and examples have been used to underpin and support the discussion, such as "// But this is also a potentially huge downside…43 million work hours" //and // "This highlights the impact portable technology and ease of access can have on the way people manage their time and lives” a //nd "// Games like Angry Birds, readily available on smart phones, offer a means of procrastination which is addictive and at times, counter productive" //(2).  To reach Excellence the student needs to demonstrate perceptive understanding of a significant development in the media. The student could consider how casual games such as Angry Birds have impacted social media. This would enable a discussion into the wider significance of the development of casual gaming on social media sites as a means of generating users and revenue.
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 * Student 2 (PDF, 35KB) ||

Low Merit
To achieve this standard at Merit the student needs to demonstrate in-depth understanding of a significant development in the media. The student demonstrates in-depth understanding by analysing the development and impact of World of Warcraft. The student identifies and provides reasoned explanations for the development of WoW and MMORPGs and how they have developed:// "Some of the challenges in World of Warcraft require players to group together to complete them…whereas in the real world they feel alone and unable to form relationships with their peers" //(2)//. // The student provides a variety of relevant quotes and sources which have been used to support the explanation. For example, // "the side effects of its addictiveness…World of Warcraft game //" (1). The student has provided some analysis of the development of WOW for users and wider society through some explanation of the impact: // "But this can also be unhealthy…more immersive and 'real'" //(2). To meet Merit more securely the student could develop the analysis of the development of WoW through a more reasoned explanation of why MMORPGs have been so successful in creating online communities, and the impact of this for online users and/or wider society.
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 * Student 3 (PDF, 35KB) ||

High Achieved
To achieve this standard at Achieved the student needs to demonstrate understanding of a significant development in the media. The student demonstrates understanding by identifying and explaining the development of the Nintendo Wii. The development of Nintendo Wii has been identified and explained as to how it occurred: // "It’s hard to believe that the Nintendo Wii…have been sold worldwide //" (1). There is some attempt to explain its impact but this is not sustained or in any depth. For example // "The Wii system provided gamers… therefore enjoy Wii games" //(2) and // "Wii games use movements…who were not traditionally gamers" //(3)//. // To reach Merit the student needs to demonstrate in-depth understanding of a significant development in the media. This could be done by providing some analysis of the development of Nintendo Wii. For example, by analyzing how the Nintendo Wii has changed the gaming experience and broadened its appeal into new sectors such as Aged Care.
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 * Student 4 (PDF, 32KB) ||

Low Achieved
To achieve this standard at Achieved the student needs to demonstrate understanding of a significant development in the media. The student demonstrates understanding by identifying a significant development in the media. The development of Moshi Monsters has been identified and there is just sufficient explanation as to how it occurred, with supporting evidence. For example // "The // Moshi Monsters social networking // … buying Moshi Monster merchandise //" and "// It allows children to play mini games, change their environment by decorating their own house and learn social skills through interactions with other monsters" //(1). There is some attempt to explain and analyse its impact. For example // "Critics suggest that Moshi Monsters provides a safe training place for children to learn how to interact in safe and healthy ways through social media" // and "// This means that parents are confident that their children are learning how to engage in social media while in a safe environment" //(2). To meet Achieved more securely the student could provide more specific explanation of how the development occurred rather than generalized statements. More relevant evidence could then be used to support a more focused explanation of how and/or why Moshi Monsters has developed as a social media game of choice for parents.
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 * Student 5 (PDF, 32KB) ||

High Not Achieved
To achieve this standard at Achieved the student needs to demonstrate understanding of a significant development in the media. The student has provided some description in attempting to identify the development of avatars in gaming. The writing describes the development: "// One of the first uses of the word avatar as meaning a digital version of yourself was in the game Ultima IV: Quest of the Avatar which came out in 1985 //", // "Next, in 1986, Lucasfilm created Habitat Chronicles, a game which connected people through the phone because it was before the internet" //(1) and // "Avatars become commonly used in gaming in the first decade of the twenty-first century //" (2). The student provides a generalized statement of the consequences of the development:// "This meant that gamers had to communicate with each other on a simpler level than gamers can now through the internet" //(1). To meet Achieved the student could:
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 * Student 6 (PDF, 33KB) ||
 * provide supporting evidence for an explanation of how avatars developed
 * explain, rather than describe, how and/or why the development of avatars in gaming occurred
 * explain why, for example, avatars were more common in film in the 1980s and 90s, than in videogaming.