Throughout this semester of my study, I have been developing and curating a digital artefact (DA) with the intention for the information to provide value to the game media industry. This value will come in the form of a four post blog series based solely around the “Progression of FIFA’s graphics” between the years 2008 to 2022 that will be shared on my WordPress.
The three concepts I have used to analysis FIFAs graphics include:
- Fandom
- Genre
- Technology
I have chosen these three as I feel they most impact my media text and will provide greater opportunity to create and expand my DA.
Fandom
This is the process of culture being generated by fans, that is characterised by the feeling of camaraderie with others who share the same common interest. Fandom of video games as always been apart of the game media culture and started as these fans wanted a way in which to share their love of particular video game with each other.
Fandom is a perfect example of participatory culture and can be related not only to video games but to bands, sporting teams, TV shows and more. This aspect of academic research is becoming increasingly more important as it offers insight into connections between fan social structures and overarching social, cultural transformations in the world. Due to its integral part of modern life, directly affecting global patterns of consumption, identification, communication and creation, I thought it was necessary to analysis for my DA in order to expand my knowledge on the impact it has had on FIFA’s graphics. For example, due to FIFA’s strong fandom culture, it has forced EA to continually invest in its technological to provide better graphics every release to ensure consumption from fans and as a result it is one of the most successful video games in the sports genre.

Genre
A genre is style or category that is grouped together due to a particular set of characteristics. This concept is not only limited to video games but can be applied to music, art, literature amongst other things. This concept as been employed outside of the game media industry and have been used in the analysis of popular media due to its ability to provide patterns of a genre and find more easily defining features making it a very important analysis within my DA. For example FIFA looked into the priorities of fans within the sports genre to ensure they progressed their technology and graphics to meet these priorities and remain leaders within the sporting category.
Technology
Technology, is the application of scientific knowledge to the practical aims of human life, where it is not only the game media industry as experienced benefits but also the other mediums of radio, television and social media. This concept is by far the biggest influence towards FIFA’s graphic progression and made it essential that I analysed it for my DA. For instance, the progression of technology has enabled FIFA to make changes to update its game and provide fans a new realistic experience within the genre.

That is all for this blog post I hope you enjoyed.
References
- Medium. 2019. The Rise of Fandom. (Accessed 12th September 2022)
- Sociology. 2021. Fan Culture – Sociology of Culture – IResearchNet (Accessed 12th September 2022)
- Fowler, C., Why Study Fans? / Fandom In The Academy. (Accessed 12th September 2022)
- UToledo.edu.2021 (Accessed 12th September 2022)
- Jul, J., 2014. Genre in Video Games (and Why We Don’t Talk about it) – The Ludologist.Jesperjuul.net. (Accessed 12th September 2022)
- Consalvo, Mia 2003. Zelda 64 and video game fans a walkthrough of games, intertextuality and narrative. (Accessed 12th September 2022)
#analyticframework #gamemedia #videogames #FIFA #DigitalArtefact.