Peer Review- Beta be Better


Peer feedback is never easy for me. I always end up leaning towards providing good feedback and therefore I avoid providing any feedback that may come across in any way negative. I know how disheartening receiving feedback can be when you felt you had produced something you were proud of. I also struggle with peer commentary on topics that I have little knowledge about or that I know I don’t like. Although this is the case, I try to avoid bias by challenging myself with the blogs that I selected to comment and review.

Each of my peers and I have very different analytical frameworks and our overall DA’s are all unique from one another making the task of finding commonalities a little difficult. Finding the differences on the other hand was simple as they’re more obvious at face value.

Below are each of my comments from my peers. Overall they produced a well thought out beta video and accompanying blog post. Each of their DA’s and their analytical frameworks are really well thought out and seem perfect for the areas they’re analysing.

The commonalities between the three blog posts include

– publicly available content (online)

– An evidently large amount of research was conducted

– All of my peers showed passion and interest in their DA’s fields

– Not one individual game is being analysed in the way I am analysing one game

The differences of these DA’s are from their analytical frameworks and of course from each of the areas they are analysing in comparison to my own DA.

Zelia and Annesha are both looking at gamifying their journey’s whilst Daniel is reporting gaming news.

Zelia is looking at her DA through the lens of Octalysis. A process of gamifying with an 8 step process.

Annesha is also studying the gamifying process but is also studying her audience interaction with her content.

Daniel’s frame is modality, comparing and contrasting and also the psychology of game news reporting.

Each of these DA’s are extremely different from mine. Within my DAs journey, I have been studying an already gamified life experience of gaining fame and analysing the financial and marketing that was used to make this game one of the most downloaded mobile games.

Comparing my DA with my peers is a hard task to do because of how different our frameworks are. But in saying this, I have really enjoyed delving and learning about how my peers are approaching the same tasks as I. If we all had the same framework but on different fields, although they would have a level of difference, all the research would end up being too similar. These differences really allow us to showcase our personalities and our interests.

Celebrity Games Got a Whole Lot Beta


My DA process has had a slow start but, week after week I have felt improvement within my research and the progress of my DA. With each weekly blog post, I have been able to further develop my research and ultimately my analytical frameworks.

Beginning my DA I had made the assumption that Kim Kardashian (KK) had developed a game with pop up ads and in-game purchases solely to make money and to enhance her rapid shot to fame she had been experiencing in 2014, but through my research I feel I judged this game and KK by the game’s cover too quickly. Through my game experience, my assumption has been proven true but what I’ve discovered from my research about this game and the mobile gaming industry has peaked my interest.

The mobile gaming industry is fairly new and there are hundreds of thousands of games available to download for mobile devices so how did a celebrity with no gaming experience or knowledge, get the opportunity to develop their own game?

Kim Kardashian Hollywood (KKH) is developed by Glu Mobile, who claims to be “The Leader in 3D Freemium Mobile Gaming” (Glu, 2020). Their purpose is to deliver fun mobile games and game experiences and I believe they have certainly hit the mark on with KKH. The CEO of glue, Niccolo de Masi approached KK in late 2013 with the aim to “reuse engines but could add popular appeal” (Tweedie 2014) and KK fit their ideas. So in 2014 KKH was released and did better than either party had expected.

My analytical framework examines the KKH game from a financial and marketing perspective. In the first year since the game’s initial launch, over $71.8 million was made from in-app purchases alone as the game is a freemium game, meaning it is a free to download game and generated over 40 million downloads. Financially, this game has made millions and continues to do so as there is no “end” to the game so although the aim of the game is to become an A list celebrity and gain followers, there is no limit to how many followers you can accumulate as continuous updates allow for players to continue to grow their following.

Looking at the game from a marketing perspective, it was simple but genius. With the rise of Instagram and Twitter, KK was able to not only announce but also continue to promote (and still does) her game from just her social media platforms. The game targets females “emphasising the importance of cultivating a unique individual style for dissemination across networked media (Soehendar & Widjayanti 2020). Using the power of social media and targeting her female followers made this game one of the top games in 2015!

Kim Kardashian, Twitter 2014
Kin Kardashian Instagram, 2021

As I continue to develop my research, I seem to enjoy the process more and more and cannot wait to continue my DA. From my research thus far, I feel as though this game has done everything right to make it as popular as it has become.


Company | Glu 2020, Glu, viewed 29 September 2021, <;.

Tweedie, S 2014, The Mastermind Behind Kim Kardashian’s Insanely-Popular App Explains How The Hit Game Was Created, Business Insider Australia, viewed 29 September 2021, <;.


BCM241- The BETA Update


Since my pitch, I have spent time learning more about TikTok and have endeavoured to connect what I have learnt in our classes and applied the knowledge to my DA.

Ethics is a very important part of research collection. To ensure I am protecting the identity of anyone who interacts with my comments or content, I have cropped names and images out of my screenshots and ensured any materials used have been accurately referenced. The way in which I’m presenting my findings is crucial to ensure I showcase my personal experience and hence following an auto ethnographic research approach.

Whilst collecting my findings, I have identified a few epiphanies that have helped me shape and mould my persona. From these identifications, I have tried to create content that combines both my epiphanies and my niche audience. With the knowledge I have gained in learning about TikTok and how it works, I have placed a large emphasis on hashtags, to reach my Ariana Grande fan niche.

Being able to also analyse and understand my epiphanies was a very important learning point for me personally, as I delved deeper into each epiphany and completed some further research on each area. For this, I decided to complete some personal research that helped me understand the connection between music, our emotions and moods more clearly. Having this knowledge allows me to further understand my niche and the fans on a deeper level and therefore guiding me with my research.


Abidin, C 2020, ‘Mapping Internet Celebrity on TikTok: Exploring Attention Economies and Visibility Labours’, Cultural Science Journal, vol. 12, no. 1, pp. 77–103, viewed 27 September 2021, <;.

FQS 2021, View of Autoethnography: An Overview | Forum Qualitative Sozialforschung / Forum: Qualitative Social Research,, viewed 27 September 2021, <;.

Your Ultimate Guide to TikTok Hashtags | Increase Your TikTok Post Reach 2020, Influencer Marketing Hub, viewed 27 September 2021, <,and%20TikTok%20is%20no%20exception.&text=Hashtags%20help%20your%20content%20get,hashtag%20to%20discover%20such%20content.&gt;.