Tuesday, 14 April 2026

Video Games: BLACKPINK The Game CSP

Language

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

The primary objective for the player is to play as the group's main producer, managing the band members before their debut by interacting with their avatars. The player must manage their schedules and build various departments in order to develop their career.

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

An "Alternate Reality" narrative will set a story outside of real-life and into a fictional world instead. This is done in the game through the creation of a "chibi", high-key, cute aesthetic which frames the storyline by making it inherently more light-hearted and less stressful, also allowing for an increased sense of diversion (Blumler & Katz').

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

The game is set in "alternate reality" spaces, including: the Management Agency (consisting of various departments that must be upgraded to develop the band's career); the Schedule Stages (stylised versions of the music video sets and concert stages); BLACKPINK World (social hub - open, online space where players' customs avatars can interact, acting as a digital community space); and the Concert Hall (high-status setting used for milestones).

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

The user plays as their own playable character, being a producer, which allows them to insert themselves into an alternate reality, creating a sense of diversion. Other NPCs include the members themselves and their real-life producer, but also fictional characters who serve as guides, such as Blinky the Cat.

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

The player will perform: Special Stage Events; Bingo & Puzzle Events; Anniversary Events; Board & Schedule Events; etc.

Representations

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

There are some negative representations of women and femininity as a result of the avatars, including the fact that they have identical body proportions, with hourglass figures and small waists.

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

The game presents a more positive version of celebrity culture, removing the real-life issues seen in the K-pop industry through the usage of an "alternate reality" narrative, presenting the idol lifestyle in a more idealistic, aspirational way.

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

The game reinforces gender stereotypes through its usage of stereotypically feminine colours (pink & pastel colours), and also through the gameplay mechanics having a focus on puzzles, which women play more often. Stereotypes are also reinforced through the unrealistic portrayal of the member's "chibi" avatars, with small waists and hourglass figures.

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 these parasocial relationships are normal through allowing audiences to (fake) interact with the members directly in-game, presenting a more positive, idealised version of fame.

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

A critic may argue that the representations of body image and beauty standards are incredibly harmful given that they are unrealistic - the proportions of the member's avatars are made very skinny and idealistic, and the skin is made incredibly pale in order to mirror Korean beauty standards. This would promote white skin as being something desirable, therefore also perhaps demonising dark skin by presenting it as less attractive.

Audience

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


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


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


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


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?

Industries

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


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).


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


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


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?


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Video Games: BLACKPINK The Game CSP

Language 1. What is the primary objective for the player in Blackpink: The Game? The primary objective for the player is to play as the grou...

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