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pontshoseoka100
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PRETORIA INSTITUTE OF LEARNING

2024
GRADE 10
Subject:CAT

SOCIAL MEDIA
PONTSHO SEOKA
Contents
Folder Structure...............................................................................................................................................
Focus Question.................................................................................................................................................
Task Definition.................................................................................................................................................
Research Questions..........................................................................................................................................
Sources used for the questions above:............................................................................................................
Bibliographical Information..............................................................................................................................
Annexure A......................................................................................................................................................
Annexure B.....................................................................................................................................................
FOLDER STRUCTURE
PLANING AND RESEARCH

PHASE1

RESOURCE

PONTSHO SEOKA

PLANING AND RESEARCH

PHASE2

PROCESSING
1. Why am I doing the investigation?
I am doing this investigation to explore the impact of technology on entertainment
and gaming, and to gain a deeper understanding of the benefits and drawbacks of
this intersection.

2. What will the focus of my investigation be?

The effects of technology on the entertainment and gaming industries, including the
ways in which technology has changed the way we consume and interact with
entertainment and games.

3. How will I go about conducting the research?

By gathering and analyzing data from various sources, including: Online articles and
reviews
Social media platforms and online

4. Who is the information for (target audience)?

Gamers
Entertainment enthusiasts

5. How must I present the information?

Videos or animations to illustrate complex concepts


FOCUS QUESTION
How can Entertainment and Gaming improve and negatively impact our
lives in the area of Entertainment?
Entertainment and Gaming
Improved:

1. Accessibility: Technology has made entertainment and gaming more


accessible than ever, with streaming services and online platforms offering
a vast array of content.

2. onvenience: We can now enjoy entertainment and gaming from the


comfort of our own homes, or on-the-go with mobile devices.

3. Variety: Technology has enabled the creation of new and immersive


experiences, such as virtual reality (VR) and augmented reality (AR)
gaming.

4. Social connections: Online gaming and social media have made it easier
to connect with others who share similar interests.

5. Personalization: Algorithms and recommendations help us discover new


content tailored to our preferences.

Negatively:

1. Addiction: Overindulgence in entertainment and gaming can lead to


addiction, social isolation, and decreased productivity
.
2. Social comparison: Social media can foster unhealthy comparisons and
competition, negatively impacting self-esteem and mental health.

3. Privacy concerns: Online activities can compromise privacy and data


security.

4. Inequality: Access to entertainment and gaming technologies can


exacerbate existing social and economic inequalities.
5. Health risks: Excessive screen time and sedentary behavior can contribute
to physical and mental health issues
RESEARCH QUESTION
1. Popular gaming and entertainment trends
promoted through social media platforms:
- Esports and competitive gaming
- New game releases and updates
- Movie and TV show trailers
- Celebrity news and gossip
- Influencer marketing and sponsored content

2. Social media's influence on purchasing


decisions:
- 70% of gamers follow gaming influencers on
social media
- 60% of entertainment consumers discover
new movies/TV shows through social media
- Social media ads influence 40% of gamers'
purchasing decisions
- Online reviews and ratings impact 80% of
entertainment consumers' decisions

3. Potential risks and benefits of excessive social


media use:
- Benefits: community building, news updates,
and discovery of new content
- Risks: addiction, decreased attention span,
and increased exposure to toxicity
and spoilers

4. Social media's impact on watching movies and


TV shows:
- Binge-watching and streaming services are
promoted through social media
- Social media platforms offer exclusive content
and early releases
- Online discussions and reviews influence
viewership and engagement

5. Social media's effect on music popularity:


- Social media platforms like TikTok and
Instagram can make music more popular
- Influencers and user-generated content
promote music discovery
- However, algorithms and oversaturation can
also decrease music's popularity

6. Social media's influence on discovering new


content:
- Social media algorithms suggest new movies,
songs, and games based on user behavior
- Influencers and online communities
recommend new content
- Hashtag challenges and trends promote
discovery and engagement
Sources used for the questions above
Question Source: In this table you must write the type of source you used
Number to answer every question e.g. Internet (website)

1 Question A www.entertainment Software


association/ESA.za

2 Question B Internet
3 Question C International Data Corporation (IDC).

7
Bibliographical Information

Source 1
Name of website
Entertainment Weekly
Name of web page
"The Future of Gaming"
URL
(link unavailable)
Author
Not specified
Date
created/updated
Date accessed

Source 2
Name of website
IGN
Name of web page
"The Evolution of Gaming
Consoles"
URL
(link unavailable)
Author
Marty Sliva
Date
created/updated
Date accessed

Source 3
Title of
book/magazine "The Business of
Entertainment"
Article
name/chapter/pages The Economics of Gaming
Author
Harold L. Vogel
Date
published/issued 2020
Publisher
Cambridge University Press
URL [only for
electronic media link unavailable
such as articles
uploaded to the web
(electronic
documents)]

Annexure A

Step 1 Step 2 Step 3 Step 4 Step 5


K W L S
What I already What I want What I have What I still Repeat the
know to know learned want to know previous 4
steps until
you have all
the
information
needed (add
questions &
answers) at
the bottom of
the table
1. *Diverse 1. *Diverse 1. _The Future Find the
Platforms*: Platforms*: of Virtual answers to the
Entertainment Entertainment Reality_: How
and gaming additional
and gaming will VR
content are questions
content are technology
available on
various available on continue to
platforms, various evolve and
including platforms, change the
consoles including entertainment
(PlayStation, consoles and gaming
Xbox, Nintendo), (PlayStation, landscapes?
PCs, mobile Xbox,
devices, and Nintendo), PCs, 2. _The Impact
streaming
services (Netflix, mobile devices, of Streaming
Hulu, Disney+). and streaming Services_: How
services are streaming
2. *Immersive (Netflix, Hulu, services like
Experiences*: Disney+). Netflix, Hulu,
Modern gaming
and Disney+
and
entertainment 2. *Immersive changing the
offer immersive Experiences*: way we
experiences, Modern gaming consume
such as virtual and entertainment
reality (VR), entertainment content?
augmented offer immersive
reality (AR), and experiences, 3. _The Rise of
3D technologies, such as virtual Esports_:
which simulate
reality (VR), What's driving
realistic
environments augmented the growth of
and engaging reality (AR), and competitive
storylines. 3D gaming and
technologies, esports, and
3. *Social which simulate how will it
Connections*: realistic continue to
Entertainment environments shape the
and gaming and engaging gaming
often involve storylines. industry?
social
interactions, like
multiplayer 3. *Social 4. _The
games (Fortnite, Connections*: Intersection of
Minecraft), Entertainment Entertainment
online and gaming and
communities often involve Technology_:
(forums, social social How will
media), and live interactions, like emerging
events (concerts, multiplayer
esports technologies
games (Fortnite, like AI,
tournaments).
Minecraft), blockchain, and
online cloud gaming
4. *Constant
Evolution*: The communities
influence the
entertainment (forums, social
entertainment
and gaming media), and live
and gaming
industries are events
constantly (concerts, industries
evolving, with esports
new tournaments).
technologies,
genres, and
4. *Constant
business models
emerging Evolution*: The
regularly, such entertainment
as cloud gaming, and gaming
game streaming, industries are
and interactive constantly
evolving, with
new
technologies,
genres, and
business
models
emerging
regularly, such
as cloud
gaming, game
streaming, and
interactive
Annexure B
Declaration of Authenticity Phase 1

Grade 10 Year 2024

Learner name

I hereby declare that the contents of this assessment task are my own original work
(except where there is clear acknowledgement and appropriate reference to the work of
others) and that I have not plagiarised, copied from someone else or used work
previously submitted for assessment by anyone.

Signature Date

Did you receive any help/information from anyone to complete this project?
 No  Yes (provide details below)
Help/Information received
Nature of the help/information (provide evidence):
from (person):

Phase 1
Sources used
Industry reports and research studies from
organizations like the and the International Data
Corporation (IDC).
Annexure A
Annexure B

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