P2: Industry and Audiences

 Jungle book (1967)

Characters:

Mowgli: 

Baloo:

Kaa:

bagheera: 


Narrative:

Mowgli is a young boy who has been raised by wolves. When a man-eating tiger threatens his life, his animal family tries to convince him to leave the jungle and live in the human village. 

Themes:

Betrayal - Mowgli feels betrayed after Bagheera tries to take him to the human village

Family - Elephant: Family provides support and love, they are in groups, traditional stereotype of a family 

Friendship - friends are always to there to support you but at the same time they could betray you.

Representations: 

Women: objectified, feminism, lack of female representation and only 2 female actors. 

Monkey : the portrayal of King louie and the black artist Louis Armstrong as a monkey is key controversial and is considered racist and offensive.

Culture: In the jungle book, they like to mock cultures as this can be seen in the last scene in the film, what it looks like an Indian women, they like to use stereotypes to create representation of the Indian culture. 

The Jungle Book ( 2016 )

Main characters:

Mowgli 

Bagheera

Baloo


Narrative:


Themes:


Representation:


Changes:

- Change in the ending, working together as a community

- Everyone is accepted in society

- Backstory to Shere Khan killing Mowgli's father

- Genre change

Advance in technology:

CGI - 




Disney research: 

Disney is an American Multinational mass media and entertainment conglomerate, founded by brothers Walt and Roy. O Disney on 16 October 1923, as they started in the animation industry with the creation of most popular character mickey mouse and much more, today Disney has a huge success in the media industry as there films and other industries such as an amusement park become the most popular entertainment company in the world. The first ever film created by Disney was a short film called Alice wonderland and shortly after this in 1923, the company went bankrupt however the success of the film has given interested by New York film distributor Margaret J. Winkler purchased it.

ownership:

Disney as of today owns 7 companies and they are:

21st Century Fox (TFCF Corp.)

  • Type of business: Global media and entertainment
  • Acquisition price: $71 billion
  • Acquisition date: March 20, 2019

Capital Cities/ABC

  • Type of business: Media
  • Acquisition price: $19 billion
  • Acquisition date: July 31, 1995

Pixar Animation Studios

  • Type of business: Computer animation studio
  • Acquisition price: $7.4 billion
  • Acquisition date: Jan. 24, 2006

Lucasfilm Ltd.

  • Type of business: Film and TV production company
  • Acquisition price: $4.1 billion
  • Acquisition date: Oct. 30, 2012

Marvel Entertainment

  • Type of business: Entertainment
  • Acquisition price: $4 billion
  • Acquisition date: Aug. 31, 2009

Fox Family Worldwide

  • Type of business: Media and entertainment
  • Acquisition price: Approximately $5.2 billion ($2.9 billion in cash, plus the assumption of $2.3 billion in debt)
  • Acquisition dates: July 23, 2001 (announced);
     Oct. 24, 2001 (completed)

BAMTech LLC

  • Type of business: Streaming service
  • Acquisition prices: $1 billion in two instalments (33% stake); $1.6 billion (additional 42% stake)
  • Acquisition dates: Aug. 9, 2016 (33% stake); Aug. 8, 2017 (additional 42% stake)

Vanguard group (7.3%)

195,000 employees 

total assets $203.608 billion 

CEO : Bob Chapek

Funding:

Disney is funded through its revenue every year, these revenues are generated from other industries that Disney has created wither that the media or the park industry, Disney has annual generated billions of dollars every year with the most recent 2021. 

Annual gross revenues of the Walt Disney Company (Re-segmented) (in millions USD)
YearMedia and Entertainment DistributionParks, Experiences and ProductsTotal
202150,86616,55267,418

Growth:

Disney's strategy is to build consumer markets for each of its characters, from classics like Mickey Mouse to snow white to new hits like Kim Possible. Each brand is created for a special age group and distribution channel.


Box office success:

1Avengers: Endgame2019$2,797,800,564
2Star Wars: The Force Awakens2015$2,064,615,817
3Avengers: Infinity War2018$2,048,359,754
4The Lion King2019$1,654,367,425
5The Avengers2012$1,515,100,211
6Frozen II2019$1,445,182,280
7Avengers: Age of Ultron2015$1,395,316,979
8Black Panther2018$1,336,494,321
9Star Wars: The Last Jedi2017$1,331,635,141
10Beauty and the Beast2017$1,273,109,220

diversification:

The company has pursued a diversification strategy, which means purchasing other companies that enable it to bring new products into new markets while remaining true to Disney's origins. Today, 54% of Disney's revenues—but only 32% of its profits—come from movies and parks. August 19 2009 was when Disney brought Marvel for $4 Billion.

Some of these products could be:

Amusement park

Films

comic books

music

video games

television programs

web portals 

Influence and brand values:

Disney has a huge influence on the world as they were able to change and improve the entertainment industry through there films, parks, toys and much more, the younger audiences are influenced by the success as they buy products and enjoy their films but as well as this, their love to go to Disneyland. The endless of imagination that Disney has created for the younger audience, they are able to express their love in Disney through there passion for fictional characters that Disney created. Disney also follows certain values to create the most enjoyable experience for the audience to experience and they are:

 “optimism”, “innovation”, “decency”, “quality”, “community”, and “storytelling.”


Disney Audience

L/O: To analyse the target audience for Disney

1960s target market:

- Disney's primary target market of 4 - 12 year old boys and girls has been unchanging for decades.

- Primary target audiences have greatest influence over their parents decision making and excited over the brand.

- Secondary target market is parents 35 - 55, as they make the disney experience available for their children, as well as the nostalgia feeling is what attracts these secondary audiences.


Wednesday 28th September 2022

The 1960s

L/O: To research the social context

1960s timeline:

1960s

- John F Kennedy becomes the next president of United States

- The beginning of the Vietnam, America decides to send 3,500 soldiers to fight the war

1961s

Soviet Cosmonaut Yuri Gagarin becomes the first person in space. one month later, the Alan Shepard becomes the first American in space.

- Construction of the Berlin begins in the 1961s as Berlin splits the East and the West.

- The Bay of Pigs invasion was unsuccessful by US as an attempt to overthrow Fidel Castro in Cuba.

- The Peace Corp is created

1962s

- The Cuban Missile Crisis has the world in shock as both USSR and US are close to have another World War and possible a Nuclear war attack.

- The Beatles release their first Single "Love Me Do," in the United Kingdom.

- Sam walton opens their first Wal-Mart in Arkansas.

1963s

- President John. F Kennedy is assassinated by Lee Harvey Oswald.  

- Martin Luther King gives his famous speech " I Have a dream " speech, where it was broadcasted around america

- BBC Broadcasts the very first episode of the iconic television show "Doctor Who."

1964s

- US President Lyndon B. Johnson signs the Civil Rights Act of 1964 into law.

- NASA's Mariner 4 space probe successfully approaches Mars and takes the first pictures from the deep space.

- Sidney Poitier becomes the first African American actor to win the Academy Award for the best actor.

1965s

- Russian Astronaut becomes the first man to walk on the moon.

The Voting Rights Act is signed into law by President Lyndon Johnson. 

Martin Luther King, Jr. leads a peaceful civil rights march from Selma to Montgomery in Alabama.

1966s

- The first episode of the popular television show "Star Trek" airs.

- The Soviet Union's Luna 9 unmanned spacecraft lands on the Moon.

- Botswana and Lesotho gain independence from England.

- Indira Gandhi becomes the Prime Minister of India.

- The Canada Pension Plan is introduced in Canada.

1967s

- Rolling Stone publishes its first magazine issue.

- The Green Bay Packers and the Kansas City Chiefs play against each other in the first Super Bowl, with the Packers winning 35 to 10.

- South African doctor Christiaan Barnard completes the first heart transplant operation.

- The 25th Amendment to the U.S. Constitution is ratified.

- Thurgood Marshall is appointed to the Supreme Court and becomes the first African-American


2014 to 2016 key events

2014

Ebloa pandemic 

Ukrainian Revolution 

Second Israel gaza war 

MH370 vanishes

2015

Migrant ship sinks off Libya coast and about 400 drown

The Conservatives won the UK general election

Iranian nuclear deal

Shoreham air crash

Facebook CEO Mark Zuckerberg says site passes a billion users

2016

Brussels terror attack

Paris Agreement signed

Florida terror attack

EU referendum

Donald Trump wins US election

Police brutality and civil rights protests across the world 

- The Jungle Book in context:

The 1967's Jungle book has a lot of values, ideologies and key events that is presented in the film, however there are some values that isn't presented in the film, wheres that being the representations of females, important themes that was happening in the world during the 1960s as well as the idea of a narrative and how it was telling a message. The unclear narrative of the Jungle book, makes it hard to identify and understand each character without a backstory that is easy for the audiences to understand and a message for the audiences to take. However, the representations in the film was similar to what was happening in the early and late 1960s, as some key events were mentioned in the film: Such as the hippy era, the vultures representing the Beatles as they were the most popular band in UK and the use of an African American actor but as a monkey gave the viewers a sense of what Disney's beliefs were and how it is now racist, was considered normal by many people when the civil act was signed before the film was released but during the making was when it happened. some of the themes that weren't mentioned is the idea of independence as the main character Mowgli needed help from the jungle to help him from killing the tiger who was targeting Mowgli. The idea of independence could simply be working as single person rather than a group or the idea of how people in the 1960s was listening to the government even if it was wrong until the protests began to grow around America when people to start having their own beliefs. some of these values suggests that disney was following what was happening around the 1960s and followed what the majority of people were belief, as if Disney was to challenge these beliefs, there company would be in trouble as they would be considered against the majorities belief. But as well as this, it suggests that the audiences of Disney aren't familiar with the events that was happening around the world, as they aren't old enough to understand these representation.   

Social context 2016: 

The jungle book in 2016 has a drastic change in terms of showing the social change throughout both of the films and the viewers are able to see a huge change in the context in the newer film as they still explain the same story but with the 2016 views and beliefs presented in the film. First of all, the huge change in equality and how during the 1967's Jungle book, there were a ton of problems such as a use of a black artist Louis Armstrong and being represented in the movies as a monkey that is in 2016's eyes is stated a straight racism. But not only was there racist representations but as well as a lack of equal actors such as female actors, where as in the new jungle book we are able to see a huge change as there a huge range of female actors and a clear understanding of equality. During the production of the 2016s Jungle book, a lot was happening around the world in terms of social context such as the president election of Donald Trump, the start of the Brexit movement, Protests across the world relating to Equality, Racism, Police Brutality, Peace movements and other movements that was happening around the world. But the key factor to the change was how inclusive everyone was around the world without judging peoples, religion, race, colour of skin etc, so in the 2016 Jungle book there is a huge inclusive viewership compared to 1967's Jungle book.


Wednesday 5 October 2022

L/O: To explore the contexts of Disney in the 1960s

DISNEY CONTEXTS

Economic contexts:

The Disney Corporation was already diversifying there brand into different industries such as theme parks, television series and Merchandising deals through their main distribution Arm, Buena Vista.

Disney was always looking for trending songs, fashion and socially to fit with the younger generation as their main target audiences was younger kids.

The 1967's Jungle book had grossed nearly $24 Million after the success of the film and was demonstrating how spectacularly Disney could generate revenue worldwide by selling a true American Brand.

It was the fourth highest grossing film of 1967s

It was re-released in cinemas in the US in 1978, 1984 & 1990, they refused to sell TV rights as they wanted the Classic Nature of their products, this was a way to increase the Revenue for the film.

It had worldwide viewers such as the Europe throughout the 1990s

The films success showed how Disney corporation would become one of the biggest filming industries in the world as they kept making highly grossing films after their success of the Jungle Book and this caught attention to more audiences as more of the films was presented in the cinemas and the viewership grew.

During the 1991, it was released as part of the Walt Disney's classic collection becoming one of the main attractions to the Disney company, as well as this the limited edition DVD of the jungle book was released in the 1999.  

Disney gained Longevity of sales, with each time it translates a classic film into the newest media format, the next generation are committed to the product and gain brand loyalty.

Ownership, Distribution & Control

Disney has difficult time when it comes to creating money from their films, so they have to reach into different media platforms and industries to generate the maximum amount of money and so they reach into Theme parks, Televisions series, Merchandise.

Vertical Integration: within one industry

Horizontal integration: Multiple industies 

Media companies practices the idea of vertical integration in order to control and maximise the efficiency of the supply and distribution of the product. 


How has Disney become and stayed one of the big six for so Long? 

Disney today is known as the big six in relation to filming industries, but what makes Disney different from the other 5 is through the use of different techniques that they used through generations to keep the brand success after decades. During the early start of Disney, it was known as one of the biggest animated film industry in the 1960s, through the success of their films, Disney began to generate a huge amount of Revenue as they began to focus on other platforms and industries to keep the brand name around the world. Through the use of Horizontal integration, Disney began to reach into other industries such as a Huge theme park, merchandise and television products to create a huge range of different products that disney owned. For the vertical Integration process, Disney had a huge success through the film industries as they began to create a series of successful films that later on is added to the classic collection of Disney's characters. 

How was The Jungle Book different in terms of production & Technology at the Disney Studios?

- Personal control of JB

- He made sure that no one read the book so he can change the narrative due to the dark ending in the real book.

- He made sure he got the best people to create the animation

- Based the looks and personality of the voice actors 

- Use of transparent paper to create 3D effect

The film industry

L/O: To explain the process of making a film & changes within the film industry 

Film making process:

What was the process of making films?

Concept and ideas:

Budget:

Idea development:

screenwriting and scriptwriting:

How has it changed in the past 20yrs?

In the past, the process of film making meant that you had to film in roles and was sent to editors who would cut small pieces to create a cut. Each role back in the day was able to film 10 minutes of footage, so directors would need to use a series of roles to film the maximum amount of footage that would be edited. The producers would have to wait until the finish product to watch it, therefore if mistakes were made it was impossible to change them.

What impact has digitalisation had on the industry?


How has changing technology effected the industry?


Whats the future of filmmaking?


Jungle Book 2016

How can we see the impacts of digitalisation and technical convergence in the production of the Jungle Book 2016?

Digital convergence media has had a huge impact on the production of films, in which they help to present movies that are different to other regular films. During the age in which the evolution of films has improved from film role to digital and the technical improvement in which anything can be created through media productions has improved the production of films. The 2016 remake of Jungle Book is a perfect example of how the evolution of technology was able to perfectly improve the story and representation, through the popular use of CGI. During the production of the Jungle Book, the character who played Mowgli was the only actor who acted throughout the whole film where the other characters in the film was CGI programmed animals with the use of Blue suit and a big blue room, where the Blue colour acts has a green screen and therefore the background and animals where separately constructed and overlay to fully present the actors and the other subjects in the film. With the influence of the original Jungle Book, some parts of the remakes are remastered to show the inspirational creation of the film. 

Friday 4th November 2022 

Director: Jon Favreau

Production company: Walt Disney pictures, Fairview Entertainment 

Previously produced Iron Man & Iron Man 2

Target Audience: aimed at both children and adults but much older teens for the remake, Children and adults for the original version.

Genre: Action, Adventure

Production

Estimated Production budget:

The Jungle Book (1967) $4 million 

The Jungle Book (2016) $175 million - includes:

Above the line costs: ( creative talent, actors, directors, producers etc ).

Below the line costs: Pure production costs ( Technical equipment, transport, special effects and editors, accommodation ).

Marketing Budget: 

In a decade where disney had already two expensive blockbuster flops ( John Carter, 2012 & The Lone Ranger 2013 ), it made sense to follow up with those flops with a success and going back to the same issue that disney had previously with flops that cost the company a lot of money. From the success of the previous JB film, it was best to make a remake of that film, to draw in the older and the younger generation.

Disney gave Favreau room to experiment as they wanted to create visual spectacle that could easily translate across the global markets.

Through the combination of Live action and CGI, Disney wanted the best for the remake. With the help from MPC British digital effects house, they were able to create spectacular visual effects for the remake and with having zero experience with live action movies and CGI, Disney wanted the best.

The animal characters were purposely made sure to create a more realistic look as it would fit with the audiences and with the genre.

The proliferation of digital technology in film had been driving film production ( Photorealistic rendering, computer-generated technology and motion capture).

It helped with genres such as: Sci-fi, Fantasy and Action.

Disney created an 'immersive experience', demonstrating Disney's willingness to be a creative market leader with the influence of digital technologies across all levels. Its business model sees the potential for media synergy and cross-media products.

This the some way a studio reduces risk and offers the potential to maximise profits through the creation of additional non-film revenue streams such as merchandising and Amusement parks.

By working alongside other media companies, the synergistic benefits of cross promotion are effectively doubled. Disney is able to strike deals to make films and TV spin-offs, from which it gains a substantial share of the profits.

 Disney uses one of their subsidiaries to distribute the film - meaning no costs. they granted licences to other companies (including some of their own) to produce related merchandise.

Distribution

The 2016 film was distributed by Walt Disney Studios Motion Pictures. it handled the theatrical release, marketing and promotion of films produced globally.

The film was released from April to July 2016 to 70 different countries, opening on different times, depending on competition and targeting school holiday dates, so they audiences are able to experience the film on the release in their country. 

JB16 was produced in 3D and 2D and was one of the first films to be released in Dolby Vision 3D ( But only a handful of cinemas were equipped to show it in that form). 10% of US showings were in IMAX.

JB16 cost an estimated $175 million to produce but opened with $103.6 million in North America. making it one of the biggest April Debuts ever at the box office. It grossed over $966m , making it the 5th highest grossing globally during the release of it and 35th highest of all time.

In 2016, Disney's productions earned more at the box office than any of the other six majors; Disney's amassed $2.56 billion globally, well ahead of it next nearest rivals, Warner Bros.

The current trend for making theatrical release window shorter between different countries is fuelled by the growing importance of non-theatrical revenue sources. 

During the release of the JB2016, DVD sales account for almost twice the profit earned by theatrical exhibition.

Historically, Cinemas had been the source of the highest revenue in the shortest time, cascading down through home exhibition, TV and so on. This has now changed to online streamed service in which people are able to watch films on their phones, computers and TVs.

Explain how the production & distribution of major Hollywood films have changed since the 1960s. Refer to the two versions of The Jungle Book to support your answer.

PRODUCTION OF JB:

Original JB was made in 1967, with the estimated production cost of $4m. The flop of previous film before the creation of JB had to be the biggest film Disney made at that time to compete with the other six major film companies.

The Remake of JB was made in 2016, with the estimated production cost of $175million. The few flops previously was difficult for Disney has both of those film were expensive blockbuster films in which the flop of both of the films met that the next film had to a success.

Help from MPC to create the best CGI for the JB16.

improvement in digital technology was easy to create the film.

DISTRIBUTION OF JB:

Both JB was released in cinemas, with both having successes in helping the film reach the maximum audiences.

JB16 was distributed in 70 different countries at the release of the film, Original JB had difficulty with reaching other countries as distributing the film would take longer.

JB16 generated $2.56 billion, Original JB 



Wednesday 9th November 2022

Disney in 2016

L/O: To explore the marketing techniques used in 2016

DISTRIBUTION AGREEMENTS

Film distributors are involved with the film before the production of it, as they have to advertise the film with their marketability.

They can also cover:

The promotion of the film in all media before and after release.

Different cuts that are necessary for different cultures or territories.

How the income from the release of the film will be apportioned. 

How far the distribution licence extends across other markets such as TV & home entertainment.

The objective for these distributors is to create visibility for an individual film and to engage the audience's interest.

The interest for an individual film needs to be built to attract as much of the audiences as possible, with this built it is easy for the film to be promoted before and after the release.

What did disney do to promote and advertise the release of the Jungle Book 2016?

- Photographs of the cast with their onscreen characters

- Teaser trailer 

- Social media promotion of the film is free

- Related theme park rides to the film

- Posters and Billboard Promotion for the release of the film

- Sneaky peaks at the Disney fan convention

- Bloggers and entertainment news sites 

- 3D in cinemas to present the film in a much bigger way

- Virtual reality experience and 360-degree Facebook video 

Disney focused on the male audience when promoting the Jungle Book 2016, Through a series of promotional marketing strategies was able to match the maximum impact for the film. 

Commercials on ESPN showed that the new Jungle Book isn't coming from the same studio that produced Cinderella but from the studio that produced the pirates of the caribbean series to attract that male audience. They also showed an extended 3D trailer of the Jungle Book 2016 at the showing of the new Star Wars: The Force Awakens, when most of the audience at the showing was males audiences who attracted attention to the film. Disney also showed an action packed trailer during the Super Bowl.


Friday 11 November 2022

Analysis

L/O: To refine exam analysis & structure 

Explain how the marketing of major hollywood films has changed since the 1960s. Refer to the two versions of the Jungle Book to support your answer.

There has been a drastic change in marketing strategies to promote hollywood films since the 1960s. This is due to the development and change in technology in which the strategies have changed and become more successful in terms of promoting and attracting audiences before the release of the films.

Hollywood films in the 1960s, showed a lack of technology and therefore had to follow traditional marketing strategies to promote their films. With the use of posters, trailers and reviews it was possible to promote movies that were released in only cinemas. At the release of the Jungle book, they followed the traditional marketing as a lack of technology was restricting them to further promote the film. During the 1960s, the main attraction to films were cinemas, due to a lack of TV and the ability to show the film on TV and therefore, promotion was coming from cinemas. The extended trailer for the Jungle Book was only announced in cinemas. Disney also used horizontal integration such as merchandise and Theme parks to attract those audiences before the release of the film. The use of classical nostalgic book or cast, Disney was able to attract not only children but adults to experience the book they loved into a animated movies.

the 2016 Jungle Book showed a drastic change in marketing through the development of technology, whether it was promotion on social media, sneaky peaks at conventions and events or the attraction to the immersive world that was always said at the release of the film. Firstly, the development of social media meant that it was possible to promote the film for free as cast and the audiences showed interested 

End of class

MINECRAFT

Wednesday 16 November 2022

Minecraft (2011)

L/O: To explore Minecraft & the history of gaming.

Sandbox game: non predetermined goal game with the interactions of creativity.

Open-source software: software anyone can modify and enhance because its source code is publicly available. 

Beta version: non completed version of the game with most of the aspects added. Used for players to give feedback on issues and success so that the full release is perfect.

Franchise: a series of one of more related video game titles in which the aspects of the game is similar but with a different purpose and a story.

Intellectual property rights: The rights given to associated both with the tools used to develop games and the content included in a game.


Video game timeline

1971: First video game created. Pong comes to arcade in the first model in 1971. The concept was just to keep the ball from getting past your area.

1972: First gaming console created. The Magnavok Odyssey created in 1972, it was a home console with a main system and a controller. 

1977: Atari 2600 was created. With the success of arcade gaming, it was a more popular model than Magnavok with the ability to play pong.

1980: Pac man was created. developed by Namco first in japan then the US.

1981: Donkey Kong, Galaga, Ms pacman was created. With the creation of Donkey Kong, it showed Nintendo the success they can create from their games with various popular characters created. 

1982: EA was created. with sport related games and took rights to Tetris.

1983: The development of Nintendo first console and the creation of their mascot Mario. A Japanese game company developed in 1983 with the creation of their mascot Mario. Super Mario Bros and other games around the character.

1984: Tetris is created. A Russian created a game with lost rights. An addictive block game.

1989: Gameboy and Sega Genesis created. The first handheld game console was a major success with games like Pokemon. Sega the new group in gaming has created their first hit home console, however with the competition between other companies it was difficult to compete. 

1991: Sega's mascot was created. A blue hedgehog that is super fast, with a series of games related to him.

1994: Playstation and first console created. Sony's first home console was referred to PS1, with later sequel of the console created.

1996: Nintendo 64 console created. Major games on board for the new console.

2000: PS2 was created. Starting a new era with a successful sequel console.

MINECRAFT RESERACH:

Early May 2009 released with the first version and fully release on the 18 November 2011

Markus Persson and Jens Bergensten designed Minecraft

Mojang studios produced Minecraft

The genre of Minecraft was a Sandbox Survival game 

With elements of First person shooter, Role play, Simulation, Platform etc

Mobile, Consoles and PC were some of the devices that had the ability to play Minecraft.

Creative, Survival, Hardcore and Adventure were the main modes that was available for Minecraft, with survivals being the more popular mode in which you have to survive as long as you can with mobs trying to kill you at night.

There is no set plot for the game, it gives players the ability to imagine their own adventure. With no set plot, there is hard bosses in which defeating them gives the player the pleasure of success. 

3D, blocky, peaceful music and arcade based sounds

Originally Minecraft was to cost $13 for the alpha phase. when the game was completed, the price would be doubled.

Microsoft now owns Minecraft for $2.5 billion 

through several updates on the game, adding new item, animals, mobs etc, it has helped to evolve mine-craft through the continuos updates. As well as the multiplayer experience, with fun mini games it brought players together.

Different versions of the game was Java and bedrock. bedrock was for console and mobile, focusing on updates that would be different to Java. Java was mainly focusing on PC and it would have early updates and more players were on PC compared to console.

Minecraft has sold 238 million copies since launch

over 17 million players are currently playing the game from different version and consoles.

2022: $76 million

2021: $380 million

2020: $415 million

2019: $375 million

2018: $500 million


Java edition cost: $26.95

bedrock: free


Wednesday 23 November 2022

Minecraft 2011

L/O: To explore the game features & initial development


why was the development of Minecraft different to other games?

The concept was firstly constructed by one guy,  creating the alpha in which it was playable by people who purchased the game. 

- The development started with one guy, then a small team.

- The beta version of the game was firstly released for players to enjoy and give feedback.

- Players gave feedback to the developers and these feedbacks improved the game.

- The idea for Minecraft was to become viral to attract attention to the game as it was a small company. 

Wednesday 30 November 2022

L/O: Understand the production context of Minecraft

Why didn't Mojang need a publisher?

Minecraft was developed by one guy Markus Notch Persson, and as a single developer without a team, it was difficult to get a mainstream publisher due to a lack of money to support the game. Minecraft was developed on an open source software: Java which allowed the game to be cross platform on different computer version like windows MAC and Linux. and with the help of word of mouth, it was spread across different platforms.

How did word of mouth spread?

It was thanks to word of mouth that Minecraft was able to gain popularity through social media and forums. When Minecraft released its beta version in December 2010, Minecraft let players experience the game in progress and ask for feedback to improve the game, this built a relationship between the developer and the audiences. Through YouTube and other social media, this quickly spread worldwide to gamers across the world building a huge broad audience.

How has the popularity of Minecraft been constant?

Through the release of the game, it had a series of gaming changing updates that improved the game, which allowed the audiences to enjoy the experience through the monthly updates.


Sony made a franchise deal with Mojang that allowed Minecraft to be released on multiple platforms due to the success and popularity of the game. This commercial deal is what made Minecraft being a worldwide game that attracted audiences through different platforms. Released on Mobile devices firstly on sony devices and later on a huge range of big mobile companies like Android and Apple.

Investigation on Minecraft and Microsoft:

Why did Microsoft buy it?

Microsoft had brought Minecraft to introduce a larger selection of platforms and a whole new audience to attract.  This deal had attracted new audience which were Xbox players.

How much was it brought for?

The deal was $2.5 billion and was bought on September 2014.

How has the game changed since corporate ownership?

ever since the new ownership of Minecraft, it had a consistent chain of updates that improved the game as it focused on a different approach to the game focusing on improving the game features like PvP, Exploration and much more. 

Fast Company:

Microsoft discussed an official marketplace for Minecraft that allowed players to share their creations whether it was buildings, maps, skin etc and was used to sell to generate profit.With this, it builds a relationship between the designers and the consumer who allows players to enjoy Minecraft in style. 

With the whole range of audiences on a selection of platforms including console, Mojang had limited access for players to compete with real players, this would soon change when Microsoft created multiplayer servers for worldwide players to compete. With Fun mini games, it created another enjoyment for the audiences to enjoy. 

The release of Bedrock edition for console players, it was focusing on previous success on the original game with Mods, Multiplayer, customisable skins etc, Microsoft saw an opportunity to add these features had attracted the designers and audiences in improving the game. Items, skins, environments would be modded to improve the experience of the game and with map packs, it also allowed a whole new approached to the game.


Friday 2 December 2022

Minecraft lesson 14

L/O: To consolidate the takeover & its implications.


Reactions to Microsoft buying Minecraft:

The fans of Minecraft were confused, angry and sad when notch announced that he will be leaving Minecraft as Microsoft has brought the game for $2.5 billion. The various of tweets and posts on social media was confused at the purchase, making jokes about Microsoft, this built a negative attention to the game as the previous fans enjoyed Notch and the whole community. The community was sad as Notch had left Mojang, with some fans making tributes of the Notch player model in the game and some even thinking its a whole joke. 

Henry Jenkins: Fandom

Fandom is a term which describes communities built around a shared enjoyment of an aspect of popular culture. Fan cultures are examples of participatory culture. Participatory cultures involve fans acting not only as consumers but also as producers and creators of some form of creative media. These people are called prosumers. Spreadable media is another term of viral as this emphasis the active nature of the audiences involvement rather than something happening by itself.

1. relatively low barriers to artistic expression and civic engagement

2. strong support for creating and sharing creations with others

3. informal mentorship in which the more experienced member pass along their knowledge to novices.

4. members who believe their contributions matter

5. members who feel some degree of social connection with one another and also cares about other opinions.

In fan culture, these creation and artistic expressions take the form of fan fiction and other fan made media products. The word Poach comes from the idea of someone that creates products of fan made media that is for their own benefit, like parodies.

Youtuber: DanTDM.

Modding community: Just enough items.

Server: hypixel server

Explain how the audience contributed to the success of Minecraft?

Minecraft is a community based game that allows the fans to create anything without any goals and with a game like Minecraft that focuses on the community, the fans are then able to contributed to the success of Minecraft. For example, YouTubers have contributed a lot when it comes to the success of Minecraft, they have created a broad fan base which attracted a large significant number of fans to the game through related content that was based on the game, like mod preview, servers and competitions and lets plays. The fans would be inspired to create their own creations in the game that could be posted on community websites like reddit or forums and this would create a social connection between the creator and the community who enjoy creations. With viral videos on social media around the game it has attracted a whole range of fans in the gaming community. Jenkin's theory about fandom is perfect to fit with the Minecraft community as he talks about the idea of the fan base and how they affect the community, through fan based media products, the consumers of the community become prosumer when they create media products. With the strong support for creating and sharing media products it build a social connection between the fans and the producers. with this, the influence of a supported community, it helps the fans who haven't contributed become part of a loved community with their creations. 

Education and VR:

Education in Minecraft has helped fans create or understand specific aspects of the game whether it was building a nice house, crafting and tips to improve the experience of the game. with the idea of educating the fans, it build a stronger community in which everyone is welcomed and there is no shame, with tutorials, the fans are building knowledge around a game that has no goal. Fans will become prosumers, as they begin to put the knowledge learnt from the tutorials into the game for their own experience.

VR has recently became popular over the fact of its reality experience, and when VR was introduced to the gaming community, it has attracted fans who was interested in games and wanted a brand new experience. Minecraft was one of the games that the fans wanted to experience, it create a world between the fans and the game, in which the fans are the player and not them playing a character in the game. VR has created a huge impact as the fans were attracted to the experience VR provided, with the player experience everything rather than the character, it build a strong connection between the game and the fans. 


Wednesday 7 December 2022

Minecraft 

L/O: to explore the marketing of Minecraft

digitally convergent media:

The combination of different types of mass medias converged digitally.

Video games consoles are an example of digitally convergent device, you can not only play games but have the access to social media, internet, stream films and TV content and upload content into cloud based servers. Cross-media content helps to maximise profits and improve reach to new customers.

How did Mojang market effective without a budget?

  • Early access to the game where players could play
  • Feedback on the game 
  • word of mouth - free, endless possibilities, Magazines and youtubers
  • Trailer
  • Forum conversations about the game

Minecraft website:

Merchandise 

buy Minecraft

community creations

different games

attracts a whole range of audiences through its main page

community page

Realms:

A server were you and your friends can play in without the ability to have a host. It allows players to join a realm server whenever they want without a host to keep the server working.

Access to the server without a host

Access to curated catalog of 100+ Marketplace packs

Access to the sever on multiple devices

Access to content worth over $150 USD for only $7.99 per month

Twitter:

6.8 Million followers

Challenges

Updates

Bug fixes

Partnership

Livesteams

Competitions

Mods created by fans

Marketplace sales

Community creations - skins, maps etc

Q&A

Fan art

Interaction with poles

YouTube and wiki:

DLC

updates

campaigns

community live streams

collaborations 

Vote streams

Minecraft related content - history of... etc

Q&A with developers

Wiki:

Release dates

Upcoming news

Tutorials

To what extent has the proliferation and convergent nature of technology impacted the video games industry?

Production

- Creation of Minecraft - Notch, Minecraft

- Creation of Mojang  - The small team

- Distribution of the game - PC, Sony Deal

Marketing

- Social media (Youtube, Twitter, Wiki)

- Word of Mouth - Fans, Magazines

- Marketplace - Fan creations

Impact

- Fan creations - fans

- Strong community

- Profit

- Success 

- Impact in the gaming industry



Friday 9th December 2022

L/O: To explore audience appeal and demographic

Explain how video games target and maintain a range of audiences? Refer to Minecraft to support your answer.

how they target

non conventional marketing strategies - word of mouth, fans feedback, community pages, different consoles,

how they maintain

Consistent updates, Education and VR, Marketplace, YouTubers, 

In the beginning of Minecraft, it has consistently maintained there audiences through the decades of the game and consistent changes has allowed Minecraft to maintain their audiences. Minecraft started as a one person production with the main man Notch creating the whole aspect of the game however without a budget it was impossible to attract the audiences to the game. 

Before the release of Minecraft, Notch had released a beta version of the game that allowed players to experience the work in progress with the addition to fans own feedback added into the game later on. With the release of a small team Mojang, Minecraft was able to maintain these feedback with the consistent updates that attracted the new audiences to play the game and have their own ideas added to the game. At the time this strategy was new to the video game industry, as the traditional release of the game would only consistent audiences opinion when the game had released and this would be an issue as the release of the game would be a flop and therefore loss majority of the fans. Minecraft even transitioned from PC to other consoles like Mobiles and Old generation consoles. Sony made a deal with Minecraft in which there game would be added to their new sony mobile devices and with the huge success in mobile gaming and hand held devices it would later move on to Android and IOS attracting a new range of audiences. The game grew a strong community where players felt welcomed and attached to the game and therefore fans would create fan sites and other fan made media products to target their fans who enjoyed the game. 

Minecraft would be purchased in 2016 by Microsoft by $2.5 billion USD and therefore it shifted the whole game to a different approach when they started to work on the game. Fans were devastated when this news spread across social media and Minecraft lost a few fans but with a whole new approached to the game it had attracted even more audiences. Firstly the game was released on different consoles attracting the Xbox audiences and later Playstation with the release of Bedrock edition to the consoles. This version of the game was infinitely better to the original version, having a whole unique range of features that had to be added to the consoles like Multiplayer, a marketplace and new experience. The multiplayer was a brand new feature to the game where it brought the console and PC players with the feature of cross platform.


Wednesday 14 December 2022

L/O: to review key areas and exam style questions


"Video games target active audiences who interpret media in different ways". Explain this statement and refer to Minecraft.

Fan made media - Minecraft fan wiki, community, fan sites

Youtubers and streamers

Marketplace

Mods

Minecraft Education

Multiplayer and other gameplay modes

Minecon


Video games target active audiences who interpret media in different ways and Minecraft is the perfect example.  Ever since the early days of developing Minecraft, Notch has allowed fans to be part of the developing as he released the beta version where players had the ability to review the game and give feedback and these feedbacks would be featured in their consistent updates that improved the game. This was a perfect start to Minecraft as they have built a huge community of players who wanted to be part of the development and therefore the game had spread across the early days of social media. 

One way fans have interpreted Minecraft in different medias is through Fan made sites and interactive forums which was primarily built for fans to interact with other players and share their game related creations to other players (Fan art, Minecraft creations, mods etc). With a supportive community it had allowed fans to interact and take inspiration to create their own media products to be shared across the social media, and therefore they become prosumers. Jenkins theory on fandom can be linked to this statement as he talks about how fan culture is based around a built community who share enjoyment of an aspect of a popular culture. this is visible through the continually fan made creations of forums and reddit which fans act as not only as consumers but producers.

Another way fans have interpreted Minecraft in different medias is through Youtube and other streaming platforms like Twitch. During the early days of Minecraft, the game was primarily marketed through word of mouth from other popular community and platforms like gaming magazines and you tubers. You tubers was one of the ways that Minecraft have developed to such a successful game through the creators influence which have attracted non gamers into trying the game for themselves. Fans would watch popular You tubers play and interpret the game into different ways whether it was competitive gaming, role-play and mod reviews. 

30 minutes.


Wednesday 14 January 2023

L/O: To research the background & industry behind the BBC Radio 1 show

BBC research:

What is PSB and what does this mean for the BBC?

Public Service Broadcasting: Public broadcasting intended for public benefits rather than to serve purely commercial interests.

High quality broadcasting but with a background of tradition

BBC Radio 1 has a specific remit to entertain and engage a broad range of young listeners.

Ofcom requires that certain television and radio broadcaster fulfil certain requirements as part of the licence that fund them. 

BBC funding:

BBC is funded by licence fee brought by UK households.

Different radio stations:

BBC Radio 1: popular chart and new music aimed at younger audience.

BBC Radio 1 Xtra: A range of music genre 

BBC Radio 2: a mix of music and religious programming aimed at an adult audience

BBC Radio 3: Classical, Jazz, world music, art, culture and drama

BBC Radio 4: Spoken-word programming

BBC Radio 4 Extra: Archive programming +

BBC Radio 5 Live: News, current affairs, discussion and sport

BBC Radio 5 Sports Extra : Additional sports coverage

BBC Radio 6 Music: multi-formatted station that plays lesser known genres with a does of archived and live contest

BBC Radio A Asian Network: Station for the British Asian community

BBC World service: International radio station for news and current affairs

Mission Statement: 

Our mission is "to act in the public interest, serving all audiences through the provision of impartial, high-quality and distinctive output and services which inform, educate and entertain".

1. To provide impartial news and information to help people understand and engage with the world around them

2. To support learning for people of all ages

3. To show the most creative, highest quality and distinctive output and services

4. To reflect, represent and serve the diverse communities of all of the United Kingdom’s nations and regions and, in doing so, support the creative economy across the United Kingdom

5. To reflect the United Kingdom, its culture and values to the world

Our values are:

  • AUDIENCES are at the heart of everything we do
  • CREATIVITY is the lifeblood of our organisation
  • TRUST is the foundation of the BBC - we’re independent, impartial and truthful
  • We RESPECT each other - we’re kind, and we champion inclusivity
  • We are ACCOUNTABLE and deliver work of the highest quality
  • We are ONE BBC - we collaborate, learn and grow together

Difference between commercial and non commercial radio?

commercial is known for its long, aggressive, attention-grabbing blocks, with shorter blocks of music tucked in between.

Friday 6 January 2023

Lesson 19 contiuned 


Problems with the funding model:

BBC monopoly

Monopoly definition: when one company and its products dominates the whole industry with little competition and therefore consumers must buy that specific good or service from that one company.

Culturally UK government (Conservative governments) less likely to challenge 'traditional' British models

Over 75s now pay unless on pension credit

Digital channel proliferation - no justification for one organisation to be funded by the license fee


Problems with PSB:

PSB is blurred by ideological agenda and bias.

PSB likes to observe/ respond to a zeitgeist socially/ culturally challenging impartiality agenda/ original values

Most broadcaster now provide PSB content 

A massive pattern of consumption blur notions of PSB - the overall concept of a digital culture has completely eroded Reithian values.


BBC Radio 1 research:

The overall target audience for BBC Radio 1 are younger audience 15-29 yrs old as the main content in the radio are pop music that are current trending and in charts, with this the content is excluded from older audiences as they like to focus on the younger and newer generation of audiences.

With this the content for breakfast show has to be distinctive from traditional commercial radio, therefore the style and format of the show is commitment to targeting a much younger audiences of under 30s.

BBC1 Breakfast Show starts at 06:00 to 09:00

The Breakfast show runs for 5 days a week with a new host Greg James replacing Nick Grimshaw in 2018, today the show get around 4.32 million listeners a week aged 10+. Roisin Hastie reads the bulletins for Newsbeat every half-hour except at 09:00. Features include Yesterday's Quiz and the Ten Minute Takeover, alongside Game of Phones and Unpopular Opinions.

The breakfast show is accessed through a series of different stations and online: Available on FM, DAB, Freeview, Freesat, Virgin, Sky, BBC iPlayer

 The remit of Radio 1 is to entertain and engage a broad range of young listeners with a distinctive mix of contemporary music and speech.

BBC2 has remain the most listened breakfast show, increasing its weekly each by 4%, in competition with BBC1.


BBC1 Breakfast show website:

The direct appeal to the target audience is clearly visible in the content that is presented in the show itself, with a distinctive mix of contemporary music and speech. The breakfast shows features celebrities regularly and therefore attracting audiences to see the content, with prizes, quizzes and fan interaction on the show it has built a relationship with the consumers. It is also shown to attract the target audiences through the use of social media with real time dialogue with the audiences through text, emails and social media through competitions and fan interactions that is in the show. 

Article on BBC:

- High level presenters were seen to be demoted or have taken a step back from their high profile

- The fast and uncontrollable change has changed how BBC operates 

- BBC is funded publicly and therefore they publish a yearly list of highest earners ( Gary Lineker with the highest compared to Lyse Doucet who got paid 9x less than Gary )

- Bias news affected the presenters and robbing their own voice

Populism : focusing on important ideas and values without left or right wing beliefs 

Friday 13 January 2023

Notes on Breakfast Show:

1. Date:

 Friday 13th January 2023

2. Key points and special features: 

Special guest, Formula 1 tickets prize, news, game shows

3. Hosts, guests and interviews: 

Greg James, Ant & Dec

4. News stories:

  • Recent Murder story
  • KSI on his fight and people selling his drink
  • Prime minister
  • Universities
  • Climate Change
  • UK gasses issue
  • Selling toxic makeups
  • Minecraft Youtuber tommyinnit on his popularity 
  • Celebrating black dance artists
  • Football primer league results and other news relating the league

5. how the show 'informs, educates & entertains'

up to date news on celebrities and serious news

Game shows with Listeners and guests

6. Show being challenging, original, innovative and nurturing UK talent:

Giveaway

Interactive with Listeners 

7. Ways the show targets its audience:

Pop music and popular charting artists

Celebrity news

Interactive with their audiences

host reading out audiences comment on social media

10 minute takeover: Listeners requesting songs to be played

Majority British songs played

8. Fun stuff:

 Quiz with guests

Mini-games with audiences

game show: Sit down, Stand up

9. Relevant quotes:

"i wonder how many f1 fans were shouting the answer"

ONLINE CONTENT


YOUTUBE:













Friday 20 January 2023

Radio 1 Breakfast show

L/O: To explore industry and contextual areas

Radio 1 should exhibit all of the following characteristics: High quality, original, challenging and engaging and it should nurture UK talent.

The service should deliver its remit by producing a wide range of programmes/

It should reflect a diverse range of new and UK music.

Radio 1 daytime programmes should offer a mix of music, information and entertainment

use an extensive playlist to introduce unfamiliar and innovative songs alongside more established tracks.

The evening specialist presenters.... should support artists at the forefont of new music, assisting their growth and development. 

A wide range of live events should be covered from around the UK and beyond and live music should be featured throughout the schedule

Sessions and concerts from both established acts and experimental new bands.

radio 1 should encourage its listeners to take part in music events and activities

Specially made speech output including documentaries and social action campaigns should form an integral part of the schedule and accurate.

impartial and independent news should be placed at the heart of daytime output.


Ofcom regulating:

Ofcom is the regulator and competition authority for the UK communications industries. It regulates the TV and radio sectors, fixed line telecoms, mobiles, postal services, plus the airwaves over which wireless devices operate. Ofcom works with the Department for Digital, Culture, Media & Sport.

Ofcom must enforce compliance by the BBC with specified requirements

Whenever ofcom receives a complaint from a viewer or listener, it will be assed under the Broadcasting Code to see if it needs further investigation. The Code sets standards for broadcasting and radio shows as well as broadcasters have to follow these rules.

These rules not only cover harm and offence, but also other areas like impartiality and accuracy, sponsorship and commercial references as well as fairness and privacy.

For example, the Code has rules on what can be screened on TV before the 9pm watershed.

If we find a programme has broken these rules, then it will be found in breach of the Code and Ofcom will publish this decision.

In very serious cases, we will consider further action (e.g. fining a broadcaster). "

To get a further investigation from ofcom, they will need to receive more than 50 standard complaints. 

The broadcasting code:

1. protecting the under-eighteens
2. harm and offence
3. Crime, Disorder, hatred and abuse
4. Religon
5. Due impartiality and due accuracy
6. Elections and referendums
7. Fairness
8. Privacy
9. Commercial references on TV
10. Commercial communication on radio




Article key figures:

Latest figures show that 34.51 million people tuned in each week for live output across BBC Radio during the final quater of 2021. BBC was given an overall share of 49.9 per cent of all radio in the UK.

BBC radio 1 pulled in 8.97mil listeners aged 10+ during 2021, with the Radio breakfast Show attracting 4.85mill 10+ listeners, remaining the number one radio station in the UK for 15-29 year olds.

BBC Sounds there were a total 162m plays to on-demand radio and podcast content, and 5.2m plays of music mixes. On third party platforms, there were 257m downloads of BBC podcasts and on-demand radio programmes across the world.

  • BBC Radio 1 had 8.97m listeners aged 10+ and the Radio 1 Breakfast Show with Greg James (Mon-Fri) had 4.85m 10+ listeners.
  • BBC Radio 2 had 14.87m listeners with 7.5m tuning in for The Zoe Ball Breakfast Show.
  • BBC Radio 3 had 1.99m listeners.
  • BBC Radio 4 had 10.48m listeners with 6.62m tuning in for The Today programme (Mon-Sat).
  • BBC Radio 5 Live posted a reach of 5.89m listeners.
  • Radio 1Xtra had 744k listeners, BBC Radio 4 Extra had 1.89m and BBC Radio 5 Live Sports Extra had 1.22m. BBC Radio 6 Music had 2.6m listeners, BBC Asian Network had 489k.
  • The BBC World Service was listened to by 1.24m people, and BBC Nations radio and Local BBC Radio in England had a combined audience of 9.04m.
BBC 2 breakfast show has pulled in 7.5million weekly listeners in October to December 2021, up from 7.2million in July to September, according to audience research body Rajar. 

The Today programme on Radio 4 saw a slight decrease over the October to December period, losing 62,000 listeners. 

Meanwhile, Radio 5 Live’s breakfast show saw a slight increase, rising from 1.7million to 1.8million.

Wednesday 25 January 2023

Radio 1 Breakfast Show (paper 2)

L/O: Understand the key components of a 15 mark essay and how to successfully structure a response.

Explain how popular music radio programmes target, reach and maintain a variety of audiences. Refer to the BBC One Breakfast Show to support your answer?

How does popular music radio programmes appeal to their own target audiences. Refer to the BBC One Breakfast Show supports your answer?

Explain how:

It appeals to Target Audience
The Target Audience can access  
Keep Target Audience interested

Mainstream 15-29+ year olds

Framework : Industry and Audience

Contexts: Economic, Political, Social

5 pieces of Criteria:

1: the main target audience of BBC1 Breakfast Show.
2: how do the target audience access BBC1 Breakfast Show.
3: How does the BBC1 Breakfast Show keep the target audiences interested with the content.
4: Economic, Political and Social contexts that refers to the BBC 1 and can be linked to the question.
5: How does BBC 1 Breakfast Show maintain their audiences.

Explain how the content of PSB is distinctive from commercial radio. Refer to The BBC One Breakfast Show to support your answer.

PSB and Royal charter - funded by licence fee, impartial news
BBC has higher budget than commercial radio
Mainstream PoP music approach
Target audiences are much younger compared to commercial radio

The Public Service Broadcasting (PSB) is a British company that funds non-commercial radios through their license fee and the impartial news with British culture presented in the radio. Through the disctive content provided by the PSB, it allows radio programmes to appeal content to set target audiences and through the remits of the programmes, it allows the audience to feel informed, educated and interested in the content provided by the PSB. The PSB and Royal Charter is in control of what can be published to help the radio programmes maintain the remit, through the Funding of the License Fee it allows programmes like BBC1 have no advertising in their radio and have a much larger budget compared to commercial radio programmes like Pirate FM who provide a range of advertising commercials that might appeal or might not appeal to the target audiences. For BBC one Breakfast Show, the main target audience of the programme are 15-29 years old and with that they have to maintain this audiences through the content provide for them and with the help from Greg James, (a young presenter for the Breakfast Show) he is able to provide diverse content for the audiences. The rise of modern technology it is hard for older radios to maintain their target audiences due to the continuous change in generations, with commercial radios they have to maintain their older audiences as it's difficult to appeal to the newer generation. BBC 1 breakfast show has a distinctive playlist containing 40 songs every show with unique taste of music to appeal to the audiences with Pop and trend music played and sometimes playing international songs on top of the audiences interaction that allows the audiences to play their own songs on the radio compared to commercial radio as they will play the same songs on a loop. 

Friday 27 January 2023

Media Industries and Audiences

L/O: To explore the exam format


Question 1 sample answer:

Marks: Level 3

Highly detailed and accurate knowledge on the radio industry, BBC1, PSB and contexts.
Use of Economic, Political and cultural Contexts.
Clear explanation of how BBC is struggling with recognition.

 

Question 2 sample answer:

Marks: Level 1

Minimal demonstration of knowledge regards to the 2 jungle books.
Lack of knowledge of producers and the BTS of producing films.
Changes from the 1960s to the remake Jungle Book in terms of the production.
Doesn't not answer the question in any way.




Wednesday 10 May 2023

Jungle Book: Revision

L/O. to consider how contexts have influenced film production

1. MPC
2. branching into different industries to make profit - theme parks, merchandise
3. 6 million 5.2 million
4. Infinite miner, dungeon keeper, lego
5. Progressive popularity on media products
6. 2014
7. book introduction
8. Jenkins
9. channel 4 
10. Same media product branching into similar business - disney having production companies





































Comments

  1. DISNEY RESEARCH HWK:
    Good research - most is copied & pasted, please make sure you understand it all. Make sure to use this when we start to look at more industry influences.

    ReplyDelete
  2. DISNEY CONTEXT: a great understanding of the context of the 60s and now and how this is shown in both movies.

    DISNEY HWK: you need more on Disney's marketing strategy - make sure you include how they continually market to a new generation through rereleases and the classic status and use nostalgia.

    ReplyDelete
  3. SIDE BY SIDE NOTES:
    Good, but you could do with more in terms of the differences between then & now

    HOMEWORK:
    Good - you use specific examples relating to production.

    JB16 P&D QUESTION:
    A good start but you need to focus on the P&D - things like the audience and success aren't really needed.

    ReplyDelete
  4. MINECRAFT RESEARCH:
    Good notes

    MINECRAFT TARGETING AUDIENCE Q:
    WWW: you've explained the differences between MC & traditional marketing
    EBI: try to add more detail about the initial appeals of the game

    MINECRAFT ACTIVE AUDIENCE Q:
    WWW: you've given thorough examples of how the MC audience are active
    EBI: think you could add in more about how the audience use the game very differently

    ReplyDelete
  5. RADIO 1/BBC RESEARCH:
    Good notes on the show and the context.

    BREAKFAST SHOW NOTES:
    Thorough with specific examples

    RADIO 1 PRACTICE Q:
    WWW: Good understanding of the difference between commercial and PSB radio.
    EBI: Firstly, you need to make sure you understand the difference between PSB/BBC/OFCOM. PSB is a TYPE of broadcasting; OFCOM is the regulatory body; the BBC is a TV Company who have to meet PSB remit. Secondly, you need specific examples from the show we listened to to support your answers.

    ReplyDelete

Post a Comment