Thursday, 21 June 2018

Video game case study feedback and LR


WWW: Two very good case studies – as ever it’s a pleasure to mark your work! It’s clear to see you’ve understood the key components of each game and also linked it to the four key concepts. For these CSPs we could get a question related to any of those concepts so it’s vital we have a strong knowledge and understanding across the board.

EBI: I think the key question now is how we move from a solid grade 5 or 6 up to the top band of 7+. There are two things that will help you to do this: firstly, some questions are answered in a single sentence. Often this is appropriate but on other questions you could write more. Ultimately, it’s the depth and analysis in your exam answers that will take you to the higher grades. Secondly, I really think you should be taking on the grade 8/9 extension tasks. I appreciate you have other subjects and demands on your time but these links and questions are exactly what you need to be doing if you want to get the top grade you are capable of.

LR: Go back to both case studies and take on at least one of the extension tasks for each. Post links to the updated blogposts in your LR blogpost once this is complete.


Lara Croft Go:
Does Lara Croft Go target a female audience? Why do you think female gamers dominate the phone/tablet market? 
I believe that the main target audience for this game is women as even though the number of female gamers have increased this is only due to the fact that many video games now-a-days are dominated by games you can play on a portable device and this is because most women are only interested in quick easy games you can play on the go.

Kim Kardashian: Hollywood:
Read this Guardian article on a Kardashian controversy regarding promoting products on Instagram. Why do some people regard Kardashian as a "toxic influence"? 
Kim Kardashian is believed to be a "toxic influence" as even though she has many young female fans she continuously promotes anti self confident products such as appetite suppressors which are extremely out-dated.

Wednesday, 20 June 2018

Online, social and participatory media case study 3: Zoella

Language
1) Zoella is a beauty Youtuber with 12,089,211 subscribers.

2) Media convergence is the merging of mass communication outlets-print, television, radio, the Internet along with portable and interactive technologies through various digital media platforms.

3) Testing Weird Beauty Products With Mark | Zoella
    Best Friend Does My ASOS Shop | Zoella
    The Biggest Primark Haul I've Ever Done | Zoella
    My Everyday Makeup Routine | Zoella
    How To: 4 Quick & Easy Hairstyles | Zoella ad

4)costume
   lighting
   actor
   make up and props
   color scheme
   setting
   on screen writing

5) Zoellas use of makeup and costume allow her to appeal to younger teen audiences as she accessorizes and dresses like them which makes her seem relatable.

Industries
1) she makes money through pre-roll ads and through her merchandise such as books and beauty lines.

2) Social Media Influencer is a user on social media who have established credibility in a specific industry. A social media influencer has access to a large audience and can persuade others by virtue of their authenticity and reach. This applies to Zoella as she has a hefty follower count on as forms of social media.

3) Many producers may want to put their products in her videos she is mainly followed by teens who are hard to reach out to with ads and this is the main way they can be advertised to.

4) By collaborating with other big YouTubers both YouTubers gain subscribers from each other.

5) Zoella has moved onto more traditional media forms as over the past few years she has appeared on TV shows and magazine covers and written a book.


Audience
1) The target audience for Zoella's videos are girls from the age 11-18.

2) She often uses direct language when filming often creating an involved experience for the audience.

3) Information
    Diversion
    relationships
    Identity

4) Preferred (people who love Zoella): Zoella is a down-to-earth, inspirational beauty guru
Oppositional (people who hate Zoella): Zoella is a popularity craving liar who uses ghostwriters

5) Zoella has been criticised by many about the fact that she uses a ghostwriter on her books but lied about it and made videos suggesting she was writing it herself.


Representation
1) While Zoella makes many videos on anxiety and self-image I believe most of Zoellas videos are very appearance based and one may argue that this makes young girls feel bad about their looks.

2) Zoella represents women as appearance loving people this reinforces stereotypes however she also created her own success without a man's help and this subverts stereotypes.

3) I believe that a self-made celebrity is more positive as it was chosen by audiences rather than companies and Zoella represents herself as a more down to earth celebrity.

4) I believe that at first Zoella started off showing her real self but as time progressed and she gained popularity Zoella became a self-constructed image of what her fans wanted her to be.

5) Zoella may be criticized by being called fake

Tuesday, 19 June 2018

Coursework: Preliminary exercise

I plan to make a short Science Fiction television scene set in a school. I will use a variety of camera shots including close-ups, long shots and medium shots . I will also use a high angle shot to show where my character is.
I will attempt to subvert the representation of young people in my TV scene. Usually, young people are shown to be anti-social, irresponsible and naive. Instead, I will make my character a an evil duplicate who has killed their real self.
          The people who will be in my film are myself and Karan.

- A high angle shot of the hills where one of the characters are
- A long shot to show one character moving down the corridor
- A long shot to show one character opening the door
- A medium shot to show the phone being picked up
- A close up to show someone talking on the phone
- A close up to show their facial expression change

I will film in the 2nd floor corridor and stairwell and I will film on the hills.

*Walks toward the window and answers phone*
Lola: "hello?"
*Karan stands up on the hills*
Karan:"You need to leave!"
Lola:" I'm fine don't worry i'm going back in"
Karan:"They're gonna find out Lola you're in danger!"
Lola:" They wont find out i'm positive"
Karan:"why?"
Lola: "because the real Lola is dead!"
*Karan is shocked*

Wednesday, 6 June 2018

Videogames case study 2: Kim Kardashian Hollywood

Language
1) The objective when playing this game is to get as much popularity as humanly possible and to gain as many followers as you can.

2) An A-list celebrity is a celebrity who has the highest amount of popularity and this is important for the game as it is the main goal you are trying to achieve.

3) To download this game you have to go to an app store and download it on a phone or tablet.

4) The story line of the game is that a person working in a salon in Harlem is noticed by Kim Kardashian and starts to climb the social ladder.

5) Many characters appear in the game such as Kim Kardashian Kylie Jenner and Kendell Jenner however you get to play as a customised character that you create yourself.


Audience
1) I believe that the main target audience for this game is a girl between the ages of 12-19 this is because the game is very fashion and popularity based and those things seem to matter to children of these ages.

2) Diversion, relationships, education. This is because it is an entertainment based game were you in some way build a sort of relationship with Kim Kardashian herself as she guides you through the game. However, from playing this game myself i believe this could be educational as it gives you an incite on the everyday lives of celebrities.

3) This game is addictive as it is constantly coming out with new concepts and products.

4) Because Kim has such a large brand and because the publisher has a very large network of consumers who play their games, the game became successful.

5) People continue to play this game as it never breaks emergence.


Representation
1) In this game women are represented as extremely feminine popularity crazed fashionistas who only care about climbing the ladder and becoming socialites.

2) In this game ethnicity, sexuality and race are represented as diverse as you can be any ethnicity or sexuality you wish.

3) While subverting female stereotypes and showcasing women as successful business women, this game also reinforces many female stereotypes such as that women fashion crazed and only care about popularity.

4) The game implies that all you have to do to become famous is to know famous people, start online feuds and date.

5) This game somewhat implies that celebrities only care about money and basically do nothing to gain it, this can be criticised as much of this statement is incorrect as most celebrities work extremely hard to get where they are today.


Industries
1) Kim has a net worth of about $175 million.

2) This game makes money through in app purchases such as private planes and extra energy or advertisements.

3) i believe you can buy a subscription to be a vip of some kind.

4) Kim K herself worked to create both TV and online video ads for the game.

5) This game uses convergence when it was advertised in the show 'Keeping up with the Kardashians' and as Kim herself advertised it on her social media as well as the game promoting her beauty line too.


CSP's

Magazines 1) Print Magazines: Tatler CSP case study 2) Reveal: case study blog task 3) OMO advert: blog task 4) Represent NHS Bloo...