The uses and gratifications relevant to the Lego movie point out four main audience pleasures of the film:
. Diversion
. Entertainment
. Escapism
. Values
In my opinion, the most important pleasures of the Lego movie video game represents escapism. The video game contains more active players because as a gamer you do quests, and you are pointed out as the main character, solving each quest as you go along. Also, there are bonuses such as collecting coins to get upgrades for your character, and the game eventually comes to a finish. You also tackle missions like fights against Lord Business, which is the end goal. In addition, in the LMVG you can change characters and choose one that fits you best, and you can become the character you want to be, which allows them to immerse themselves into the action they want to be in, instead of passively watching. This also allows people to remind themselves of the fun and joy they had watching the film, from the humorous moment from the LMVG, which further adds value.
Another feature as that is a cooperative game. The Lego movie can be played multiplayer, and can possibly build relationships as you can help each other complete quests and missions with each other. Also, you can go through the journey of beating Lord Business together and save the world, which can build relationships.
The LMVG allows us as players to actively engage in this battle against Lord Business, who is the general evil person during the whole LMVG. There is a large range of heroes, and for audiences who may be younger Emmet is a very casual hero which is most likely the most relatable person to choose from. He is someone who is a normal everyday guy who becomes a hero, which can relate to younger audiences, which adds more value to the game. It can also target females as they can turn into Wydlstyle, as female power is very motivating, and it may encourage them to play; this is due to her being in a way superior to the male characters, and that is who females want to become.
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