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How do we analyse video games and online media as set media forms?

Analysing video game, online, social and participatory media set products through the four frameworks, including interactivity, user-generated content, the games industry, and how online media engages and targets audiences.

A focused answer to AQA GCSE Media Studies studying media products, covering how to analyse video game and online, social and participatory media set products through the four frameworks, including interactivity, user-generated content and the games industry.

Generated by Claude Opus 4.88 min answer

Reviewed by: AI editorial process; not yet individually human-reviewed

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  1. What this dot point is asking
  2. Interactivity and participation
  3. The games industry and online media
  4. Engaging and targeting audiences
  5. How this is examined

What this dot point is asking

AQA wants you to analyse video game and online, social and participatory media set products through the four frameworks. You should understand interactivity, user-generated content, the games industry, and how online media engages and targets audiences. These are the most interactive media forms in the AQA GCSE Media Studies (8572) specification, examined in Paper 2, and they make the active audience and convergence ideas especially relevant.

Interactivity and participation

Interactivity is what sets these forms apart from older media. A film viewer receives a fixed text, but a game player makes choices that shape their experience, and a social-media user creates and shares content that becomes part of the product. This makes uses and gratifications and the active audience debate central: the player or user clearly chooses, interprets and acts. The gratifications are easy to identify and apply, for example entertainment through gameplay, personal identity through customising a character or profile, and social interaction through multiplayer modes and online communities. Always tie the interactivity to a specific feature of the set product.

The games industry and online media

The industry framework is rich here. Games are funded through sales, downloadable content, in-game purchases and subscriptions, and they are regulated by age-rating systems that connect to the wider regulation debate. Representation matters because games construct characters and worlds that can reinforce or challenge stereotypes, just as other media do. Online and social media platforms are funded largely by advertising and the data they gather from users, which raises questions about privacy and power. Connecting these points to a specific set product, rather than discussing the industry in general, is what earns marks.

Engaging and targeting audiences

Video games and online media engage audiences through interactivity, reward systems, community and shareable content, and they target audiences through genre, platform and marketing. Because audiences participate, engagement is often deeper and more social than in older media: players invest time and identity, and users build communities and reputations. The shift to participation underpins the idea of the prosumer, the audience member who is also a producer, which links directly to convergence and to the active audience.

How this is examined

Video game and online set products are examined in Paper 2, with questions worth up to 12 marks that name a framework. Questions may ask you to explain how interactivity engages the audience, analyse industry issues, or evaluate whether audiences have become producers. The reliable scoring move is to tie interactivity to the active audience and gratifications, connect industry and representation to the specific product, and weigh participation against producer control where a judgement is required.

Exam-style practice questions

Practice questions written in the style of AQA exam questions on this dot point, with worked answer explainers. The year tag is the paper they imitate, not the source.

AQA 20198 marksExplain how interactivity engages the audience of one online or video game set product. Refer to media audiences in your answer.
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A Paper 2 question on a video game or online set product, mainly AO2. Markers want interactivity linked to audience theory and engagement, not a description of gameplay.

Method: explain how the audience acts on the product (making choices, creating content, sharing) rather than just receiving it, then apply the active audience and uses and gratifications (entertainment, personal identity, social interaction) to specific features.

Eight marks reward interactivity explained and linked to audience engagement with examples, for example reward systems and community features deepening engagement and meeting the need for social interaction.

AQA 202212 marksEvaluate the view that online and participatory media have turned audiences into producers. Refer to one set product you have studied.
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A Paper 2 extended response, AO2 and AO3 (judgement). Examiners reward a weighed evaluation of the prosumer idea using a specific product.

Structure: explain user-generated content and participation, argue that audiences now produce and share content (the prosumer), then acknowledge that professional producers and platforms still control much of the media and shape what users see.

The top band reaches a supported judgement, typically that audiences are more active and productive than ever but operate within platforms and rules set by powerful producers. Credit goes to using the set product as evidence and weighing both sides.

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