Videogames CSP 2: BLACKPINK The Game
Language
1. What is the primary objective for the player in Blackpink: The Game?
To act as the producer of the game.
2. What is an "Alternate Reality" narrative? How is this used to frame the storyline of the game?
It is an transmedia story that uses the real world as its platform to blur lines between fiction and non fiction.
3. Where is the game set? Identify at least two different types of locations the player interacts with.
Training rooms and agency
4. What is the difference between the playable characters and the NPCs (Non-Playable Characters) like "Blinky"?
he player has direct control over the actions, movement, and decisions of the character. The PC represents the player’s agency in the game. These characters are not under the player's control. Their behaviors are determined by AI algorithms and predefined rules set by developers. In the case of ghosts like Blinky, they follow set pathfinding routines (chasing, scattering) rather than human-controlled movements.
5. What specific activities and mini-games does the player perform to progress the band’s career?
Rehearsing and practicing
Puzzle game tasks , Avatar customization
Representations
1. What representations of women and femininity can be found in the avatars in BLACKPINK: The Game?
Idealised beauty standards
2. How does the game represent K-pop celebrity culture and the "idol" lifestyle to its audience?
The "idol" life is portrayed as requiring constant, high-octane energy, as demonstrated by the "K-Pop Demon Hunters Dance Workshop" and "high-energy musical theatre show". It focuses on hard work and personal growth, where idols are "always doing their best" to earn fan support.
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?
The game suggests that modern fame requires celebrities to manage these digital spaces to maintain their status, often creating a "viratoid" (a viral celebrity) who operates within a highly participatory, sometimes parasocial, culture
5. How might a critic or a media student challenge the representations of body image or beauty standards presented in the game?
Arguing that the characters perpetuate a "thin-ideal" or "hypertrophied" (excessively muscular) body type, which sets an unnatural and unattainable standard.
Audience
1. Who is the primary target audience for BLACKPINK: The Game? Identify at least two different groups of players the game appeals to.
Teenagers 10-20 years old
2. What are "Blinks," and how does the game use brand loyalty to attract and retain its players?
Loyalty is maintained through strong attachment to the four individual members, even if the group faces criticism regarding their lack of musical output compared to their immense popularity.
3. Using Blumler & Katz’s Uses and Gratifications theory, what "pleasures" or "gratifications" does the game offer to its audience?
Diversion & Escapism (Entertainment): The game offers an escape from daily routines through immersive, fast-paced action and creative gameplay. The colorful, hyper-real environment serves as a diversion from the real world.
4. How does the "BLACKPINK World" social space encourage audience interaction and a sense of community?
Fans feel a strong sense of community by dressing up, exchanging fan-made merchandise, and singing along with other BLINKs, creating a familial atmosphere.
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?
Teaser campaign
Industries
1. How much does BLACKPINK: The Game cost to download, and how does this reflect the "freemium" business model?
It is free over 44 millions times and generated $1.9 million
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).
Event passes, World tickets, Gold coins
3. What role do "Gacha" (Gambling) mechanics and randomised rewards play in the game’s monetisation strategy?
gacha games (e.g., Genshin Impact, Fate/Grand Order) often make the majority of their income through these systems rather than upfront purchases.
4. How was BLACKPINK: The Game marketed and promoted to a global audience (e.g., social media "teasing," App Store screenshots, and YouTube trailers)?
Promotions began months in advance, leveraging Blackpink's Instagram, Twitter, and YouTube channels to keep fans engaged, even during breaks between musical releases. This included revealing member-specific concept photos, short video "teasers," and behind-the-scenes glimpses into the game's development.
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?
Digital Assets and Customization: The game features over 1,000 outfits and virtual items to dress the avatars, enhancing the "girl crush" concept and stylish image of the band.
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