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Unit 8 – Computer Games Development Assignment A (Distinction)

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This document covers Unit 8: Computer Games Development Assignment A for the BTEC Level 3 Information Technology course. It investigates technologies used in computer game development, including game engines, hardware platforms, software tools, game genres, and development techniques. The work meets distinction criteria through detailed analysis, clear explanations, and relevant examples.

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Unit 8 - Computer Games Development
Assignment A: Inves gate technologies used in computer gaming


Josh Forman – 221657


Unit intro:
As a junior developer at a gaming-focused so ware company, I was tasked with crea ng a
report for the company's website that explained and evaluated the long-term impact of
exis ng and evolving technologies on the crea on and fabrica on of videogames.



Social trends in gaming:
The following factors in uence gaming societal trends:

Genres
The genre of computer games is decided by the sort of interac on or gameplay provided,
i.e., the games are classi ed based on the type of di cul es they present, independent of
the loca on or world experience provided. A shoo ng game, for example, will remain a
shooter game regardless of its loca on. Despite this, there may be a subjec ve component
because some games transcend numerous genres. The following are some of the more
modern game types:
- Ac on/ Shooter or FPS: There are various sorts of games, but First-Person Shooter
(FPS) is one of the most renowned genres. FPS games, such as Call of Duty, allow
players to engage in weapon-based combat in a rst-person perspec ve.


- MMO: Another famous genre in the gaming business is MMO, which stands for
massively mul player online games. Mul player games enable par cipants to play at
the same me across the Internet. In Star Wars Ba lefront, for example, many
players can compete against one other at the same me.


- Role-playing: This is not a new concept, since tradi onal pen and paper role-playing
games have been around for many decades, but it has encouraged computer game
designers to build characters that grow with the player once they have selected
them. In Call of Duty, for example, it enables character growth and prizes.

, How has gaming evolved throughout me?


The di erence between the two genres is that most PlaySta on 4 games include mul player,
which has helped these tles reach the top of the charts in this period. This is due in part to
the advancement of the internet and improved broadband rates throughout me, which has
helped mul player games grow more popular since individuals can play against others all
over the world with their friends. These developments have occurred as technology has
evolved and gaming has grown more mainstream, reaching a larger audience. It has also
become a means of communica on for individuals who spend me with each other but in
the context of a game in which they are having fun.



Demographics
Age




(reference link below)
The main dis nc on between the two genres is that most PlaySta on 4 games o er
mul player capability, which has helped propel them to the top of the charts in this period.
Because to developments in the internet and improved broadband connec ons, people may
now compete with their friends and others all over the world in mul player games. Gaming

,has grown more popular as technology has advanced, earning a larger audience as a result.
Furthermore, it has evolved into a means of communica on amongst individuals who like
playing a game with one another.


Accessibility: Gaming pla orms are now more accessible than ever. With the introduc on of
mobile gaming, as well as console and PC gaming, players with varying interests and degrees
of dedica on now have more alterna ves. This greater accessibility has enabled a larger
demographic to par cipate in gaming.
Diverse Game Genres: The gaming business has broadened its products, o ering a diverse
range of genres to cater to a variety of interests. This encompasses not only mul player
games but also single-player experiences, narra ve-driven games, simula on games, and
others. The range of gaming types a racts a larger audience.
Inclusive Design: Game creators are becoming more concerned of producing inclusive and
varied content. There is a rising recogni on of the necessity of representa on in games, with
characters of many origins, genders, and races. This inclusion helps to create a more invi ng
atmosphere for a varied player base.
Social Connec on: As you indicated in your opening remark, mul player capabili es have
played an important part in making gaming more socially acceptable. Online gaming allows
people to connect with friends and establish new ones. The social side of gaming has helped
to dispel prejudices and s gmas connected with the ac vity.
Technological advancements: Graphics, acous cs, and immersive technologies like as virtual
reality have improved the whole game experience. This has a racted new players who enjoy
the engaging and realis c aspects of current games.
Streaming and Esports: The advent of game streaming services, as well as the success of
esports, have helped to increase general acceptance of gaming. Watching other people play
games has become a source of pleasure, and compe ve gaming has evolved into a real and
widely recognised sport.




Gender

, (reference link below)
Most game developers appear to target a rather older audience of 18-to-54-year-olds, who
account for more than 60% of all users. According to the gender comparison, men players
had a modest edge, albeit that advantage diminishes over me. One of the inferences that
can be reached is that ac on-packed FPS type games are popular regardless of gender or age
and will con nue to be a trending genre in game produc on in the future.


Female viewers favour in-game communica on and interpersonal interac ons (character
development and story dynamics), whereas male audiences enjoy fast-paced, explosive
ac on and gh ng. Women appear to favour role-playing video games over rst-person
shooters. Women are some mes stereotyped as preferring narra ve-driven or construc ve
games such as The Sims or Civiliza on, although this is not universally true.
The gaming industry has seen a clear change towards providing more inclusive and varied
content that caters to the interests of female gamers. Developers are increasingly
recognising the need of appealing to a wider audience and breaking free from gender
preconcep ons. Here are some examples of games designed to appeal to a more female-
oriented audience:
- The Last of Us, Part II (2020): This ac on-adventure game created by Naughty Dog
was praised for its strong narra ve emphasis, well-developed characters, and
emo ve storytelling. The game has a female protagonist, Ellie, and covers issues of
rela onships and personal development. Its emphasis on narra ve and character
development has struck a chord with a wide range of players.
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