Videogames CSP 2: BLACKPINK The Game

 


Language

1. What is the primary objective for the player in Blackpink: The Game?

2. What is an "Alternate Reality" narrative? How is this used to frame the storyline of the game?

3. Where is the game set? Identify at least two different types of locations the player interacts with.

4. What is the difference between the playable characters and the NPCs (Non-Playable Characters) like "Blinky"?

5. What specific activities and mini-games does the player perform to progress the band’s career?


Representations

1. What representations of women and femininity can be found in the avatars in BLACKPINK: The Game?

2. How does the game represent K-pop celebrity culture and the "idol" lifestyle to its audience?

3. How does the game reinforce or subvert traditional gender stereotypes through its character design and gameplay mechanics?

4. What does the game suggest about modern perceptions of fame and the importance of a "para-social" relationship between stars and fans?

5. How might a critic or a media student challenge the representations of body image or beauty standards presented in the game?


Audience

1. Who is the primary target audience for BLACKPINK: The Game? Identify at least two different groups of players the game appeals to.

Fans of Blackpink, casual mobile gamers

2. What are "Blinks," and how does the game use brand loyalty to attract and retain its players?

Blinks are the name of blackpinks fans and the game uses brand loyalty to retain the players through the use of the blackpink IP

3. Using Blumler & Katz’s Uses and Gratifications theory, what "pleasures" or "gratifications" does the game offer to its audience?

It offers personal relations with the members aswell as surveilence over errything they do in the game

4. How does the "BLACKPINK World" social space encourage audience interaction and a sense of community?

BY giving the fans a place where they can all talk about what they like

5. How has the marketing for BLACKPINK: The Game (e.g., YouTube trailers and social media teasers) been designed to reach a global digital audience?

By releasing a song with the game and teasers from blackpinks official account


Industries

1. How much does BLACKPINK: The Game cost to download, and how does this reflect the "freemium" business
 model?

Its free and it reflects freemium through many microtransactions

2. In what ways does the game make money? Identify at least three different types of in-game currency or micro-transactions (e.g., Pink Diamonds, World Tickets).

By coins, diamonds, and photocards

3. What role do "Gacha" (Gambling) mechanics and randomised rewards play in the game’s monetisation strategy?

By spending money on random loot boxes

4. How was BLACKPINK: The Game marketed and promoted to a global audience (e.g., social media "teasing," App Store screenshots, and YouTube trailers)?

Through trailers, songs, and teasers

5. How does BLACKPINK: The Game use media convergence and synergy to cross-promote the game alongside the band's music, such as the release of the exclusive single The Girls?


Grade 8/9 Extension Tasks: Reading and Response

Read this Korea Times article on the release of BLACKPINK: The Game Why do media scholars believe it is important to study BLACKPINK: The Game as more than just a promotional tool for the band?

Read this article on TakeOne's fortunate role in the release of BLACKPINK: The Game. How does the collaboration between TakeOne Company and YG Entertainment demonstrate the power of 'Brand Extension' in the modern media landscape?

Read this article on a Pop Up ran by the brand MINISO based on BLACKPINK: The Game. How does the MINISO x Blackpink: The Game pop-up in Indonesia demonstrate the shift toward 'experiential' marketing and global IP (Intellectual Property) synergy?

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