P2: Industry and Audiences

Wednesday 1st November 2023
LO-To explore the content of unit


Paper 2 Section A
Section A focuses on media industries and audiences and requires learners to consider how and why media products are constructed across different media forms to reach and address a number of audiences.


The Jungle Book (1967)
Based on a set of stories by Rudyard Kipling

Main Characters:

-Mowgli (Human) Stupid
-Bagheera (Panther) Serious and protective
-Shere Khan (Tiger) Villain 
-Baloo (Bear) Fun and adventurous
-King Louis (Orangutan) Greedy
-Kaa (Snake) Temptation

Narrative:

Abandoned after an accident, baby Mowgli is taken and raised by a family of wolves. As the boy grows older, the wise panther Bagheera realises he must be returned to his own kind in the nearby man-village. Baloo the bear, however, thinks differently, taking the young Mowgli under his wing and teaching him that living in the jungle is the best life there is. Bagheera realises that Mowgli is in danger, particularly from Shere Khan the tiger who hates all people. When Baloo finally comes around, Mowgli runs off into the jungle where he survives a second encounter with Kaa the snake and finally, with Shere Khan. It's the sight of a pretty girl, however, that draws Mowgli to the nearby man-village and stay there.

Themes:

Freedom- Mowgli moves between different worlds, and different animals, example is when he moves from the jungle and the village.
Obedience- Knowing your place in society, with 'the law of the jungle'
Friendship- Vultures
Staying with own species- Saying you should stick with your own kind, even though he is close with the animals and grew up with them, he isn't one of them so he has to go back to the humans eventually.

Representation (groups, individuals, places etc.):

-Age- Mowgli and young elephant represent youth, all other characters are adults in the end adults were right.
-Gender- Only women are the 2 mothers (elephant and wolf) and the girl who seduces Mowgli at the end. Very misogynistic film.
-Ethnicity- Shere Khan had a British accent- the villains have British accents in the majority of Disney movies 


The Jungle Book 2016

Differences

-Monkeys are some of only characters not to speak, if they were humanised they would seem cute. Same with the thieving animals, they appeared cute to begin with, without speaking, before running off with all his food.
-Your home is where your people are is more the point in this movie, it isn't dependent on where you were born.
-Brexit, Trump/migrant crisis going on during this. Rather than 'you're a wolf you have to live with a wolf' you can be where you want to be. Home is where your family are, and your family doesn't have to be the same as you.
-No girl at the end of the movie to tempt Mowgli
-It's okay to be yourself-seen by Mowgli beginning trying to create things and being told off for it, but by the end his creations are what saved everything.
-More females in power, less misogyny. Lots more equality in gender.
-Age didn't mean anything, despite Mowgli being young, he proved himself at the end. The cubs had speaking roles-equal.
-Shere Khan is much more menacing in this movie, the other animals don't like him because he kills for fun, rather than to feed himself or family. 
-Subconscious racism for casting the villain as a black man, however can be argued that there were various other ethnicities.



Friday 17th November 2023
LO-The 1960s




-Attitudes to ethnicity, gender, smoking drugs, what was once seen as unacceptable is now widely viewed as normal.
-BBFC stated that a film that was given their A rating (adult) in 1913, would now probably get a PG or even a U now.
-1960s=Emerging from post WW2 period of conservation and tradition into decade that would usher in a vast socio-political revolution. Evolution=heralded by a new and vibrant youth culture that moved from a concern with music and fashion of the late 50's and early 60's into a more widely aware generation of political action that used civil unrest to challenge the old ways.
-60's=Age of growing global social activism, emphasis on Black civil rights, anti-war protests+Second-Wave of Feminism.
-Challenges to laws on homosexuality, divorce, sexuality, drugs, capital punishment, education, health care and human rights.
-Homosexuality=illegal
-Women had no say on divorce

Key events in the US/UK from 1960-1967:
-Death penalty abolished
-Vietnam war 
-JFK assassinated-because he was liberal
-The Beatles-Vultures in the jungle book were based off of them
-Civil Right Movement
-Cuban Missile Crisis
-Protests against the war
-Hippies
-Contraceptive pill, giving women more freedom

In the 1960s, women began to gain independence and fought for rights, which included the development of the contraceptive pill, giving women freedom in their sexuality that they wouldn't have experienced previously. Women began to wear trousers and cut their hair short, while men grew their hair long. Men in the army were instructed to cut their hair short so they grew out their hair as an anti-war movement. Teenagers also began to develop their own style, whereas originally they would have based their style on their parents clothing choices. 




Wednesday 22nd November 2023
LO-Disney Audience


1960's Target Market


-Primary target market of 4-12 year old boys and girls, unchanged for decades.
-Widely diverse since it includes both the very young and those that are nearly teens.
-These 2 segments are considered primary since they have the  greatest influence over their parents decision-making, and are most excited about the brand.
-They are also heavy users of the brand in terms of merchandise and as a source of entertainment.
-The secondary target market is therefore parents (35-55) as they are the money maker and make Disney available to their children. Much of the appeal to them is based on nostalgia.
-These films were aimed primarily at a family audience because there isn't anything controversial in the films, and they create positive traditional family values.
-Primary and secondary target markets are trusting of the Disney brand due to its association with customer service and quality.
-In 1967, the brand offered a wide array of products already that satisfied both segments desires. (TV shows, movies, theme parks, toys)
-Children felt an association with the many character and parents were confident in the wholesome values of the brand in the shifting social context.
-Disney's own politics were conservative and this affected the representations constructed within the film and the target market. 
-The Jungle Book seemed to ignore the black civil rights movements of the 1960's, as seen in the equating of black jazz music with the apish behaviour of King Louis, reinforcing racial stereotypes, however the 2016 version avoided this.

How can the values, ideologies and key events of the 1960's be seen in The Jungle Book? What does a lack of some values suggest about Disney and its audiences?
In The Jungle Book, there are many conservative values represented through the characters. Disney's films were primarily aimed towards families since there was nothing controversial within the films and they were a safe and traditional thing to watch with your children. An example of these traditional beliefs is through the lack in female characters. The only two female characters featured were non-speaking roles, reinforcing the patriarchal right wing views of women having less importance in comparison to men. Disney's personal beliefs were right wing, which has been reflected in his construction of women's representations. 
In the 1960's, the black civil rights movements were occurring, however this idea of equality has been ignored within the movie, which is shown through King Louis, due to his apish behaviour and the stereotypical use of jazz music as his song which reinforces the racial inequality of the time.

2016 Target Market

-The 2016 film attracted a wide range of age groups, not only under 12's or traditional family audiences, to see the film.
-Success is largely due to brand's ability to market and distribute the product and to value its audience.
-Reinterpreted characters and a narrative for a more modern age and the news technology appealed to technophiles.
-More adult themes, darker atmospheres, the action credentials of the studio and director and other action conventions followed appealed for predominantly male audience.
-Subtle hints to original maintained sense of nostalgia and humour for older generations.

-Disney adapted to online age with use of social networking to promote the film triggering even more audience engagement and interaction with its marketing strategies. This reflects the modern age of film making which is now dominated by CGI and visual effects technology.
-This effective utilisation of the company's massive resources and power created an immersive viral campaign that was consumable by all age ranges when allied with traditional marketing strategies.
-The JB 2016 made over $966 million globally, winning Academy Award for Best Visual Effects. It had unrivalled success globally and created a fan culture for a movie for a whole new audience all over again.

How we can see through The Jungle Book the 2016 audience has changed
-The ending is different in this version to exemplify a growing diversity.
-More action and dangerous cinematography.
-More female characters and they had speaking  roles in this film.
-King Louis is no longer represented as a black man, avoiding racial stereotypes.

Key events in the US/UK in 2016

-Trump-His presidential campaign launched
-Brexit-The vote was made for Brexit
-Boat refugees-Nearly 5.2 million refugees and migrants reached European shores, undertaking treacherous journeys from Syria, Iraq, Afghanistan and other countries torn apart by war and persecution.
-Ongoing #Oscarssowhite campaign-A campaign started by activist and writer April Reign highlighting the fact that out of 20 actors nominated that year, none were people of colour.
-Ferguson riots of 2014-A series of protests and riots which began in Ferguson, 2014, the day after the fatal shooting of Michael Brown by FPD officer Darren Wilson.


Friday 24th November 2023
Disney in the 1960s

The Big Six of the film industry

-Paramount
-Warner Bros Pictures
-Sony Pictures
-Walt Disney
-Universal
-20th Century Fox-they now belong to Disney
They can all afford the more expensive actors and CGI etc.

Overview of Jungle Book 1967

-50 years old, film grossed over $100 billion to date, costing $4 million to make.
-Made by Disney Studios under Walt Disney Productions-a Hollywood production company specialising in animated films.
-Disney's animation studio had been responsible for developing many of the techniques and ways of working that became standard practices of traditional animation, pioneering art of storyboarding and developing the use of the multiplane to create an early 3D effect.
-Production of film involved specialised techniques that are still part of Disney's brand identity today.

Walt Disney Studios

-WDS has been considered the best animation company in film production and and has been able to buy other media companies specially known for their animations, CGI techniques and use of digital technologies (Like Pixar and Marvel)
-WDS is seen as the leader in animation and art direction as many of the techniques it developed had become industry standard practices by the 1960s.
-Specialised animation processes involve highly creative film makers using labour-intensive techniques from concept to product. The JB 1967 is a prime example of such high cost and top quality animation.

Historical Context

-Film is important to the studio's history-landmark film that's amongst the best ever written for Disney and includes 2 Oscar-nominated songs.
-Original soundtrack was first to achieve gold disc status in US for animated feature film.
-Film credits notable cast and production team that had been in place and worked together for a number of years.

Economic Context

-When released, Disney Corporation was diversifying into theme parks, television series and merchandising deals through its distribution arm, Buena Vista.
-Reaction to 1950's baby boom and fall in cinema ticket sales in 1960s, due to increasing competition from TV. Younger generation were turning towards new music and fashion.
-Film released in October 1967 and grossed nearly $24million, showing how Disney could generate revenue worldwide by selling an American brand.
-4th highest grossing movie in 1967.
-Released in cinemas in US 1978, 1984, 1990-unlike other film studios, Disney refused to sell TV film rights, maintaining classic nature of their products.
-Had European screenings throughout 1980s.
-Has been released a number of times to home entertainment markets.

-Disney is example of company embracing technological change to exploit its product:
-1991-released as part of Walt Disney Classics collection-illustrating benefits of back catalogue that can be resold to younger generations.
-1999-Limited edition DVD released, then released 2-disc DVD in 2007-marketed as platinum edition to celebrate 40th anniversary.
-2010-Film released as Blu-ray/DVD/digital copy combo-pack.
-By periodically reviving its assets, Disney gains longevity of sales. Each time it translates a classic into the newest media format/technology, it captures the next generation who then commit to the brand loyalty.
-Recently, film was released as a digital download via iTunes and available to stream on Amazon and Google. Now it is on Disney Plus.

Ownership, Distribution & Control

-Making money out of producing films is difficult as there are so many other media platforms the film can be sold on.
-Media companies practise vertical integration in order to control and maximise efficiency of the supply and distribution of the product-films, TV, soundtracks, theme parks etc. This illustrates how media synergy can support continuing presence of a film and so promote horizontal integration across media and business interests. EG. Disney characters in theme parks and Disney stores.
-Jungle Book= example of how important synergy and merchandising is to a media conglomerate as it commodifies a successful media text. Film producers take a percentage of merchandising revenue through licensing deals.
-Disney= early master of synergy


-Original story by Kipling was very dark, Disney himself didn't like the fact that it was dark and decided it had to be altered. Disney was described by his co-workers as the greatest storyteller of all time. 
He fired his original storywriter, and told the animators not to read the book and to recreate his own story. This is unusual for the head of a company to take control of a film production like he did here. 
-Had very little resemblance to the original book, but this is how Disney wanted it to be.
-Disney had a team of 9 for this film, most of the time in film studios they had teams of over 40.




Friday 1st December 2023

LO-The Film Industry



2) Gone to digitalised, able to shoot on location easier 

3) Online streaming, easier to get higher consumption numbers

4) Technology has led to higher definition camera quality and the availability of streaming online.


Explain how the production and distribution of major Hollywood films has changed since the 1960s. Refer to the two versions of The Jungle Book to support your answer. 
In your answer you must:
Explain how historical and economic contexts influence the production and distribution of major Hollywood films.

Production and distribution of major Hollywood films has changed a lot since the 1960s due to budget and money improving. The 1960s wasn't technologically advanced, however in the 1960s, there were many movements such as women began to gain independence and fought for rights, which included the development of the contraceptive pill, giving women freedom in their sexuality that they wouldn't have experienced previously. An example of the contrast between production and distribution differences is the fact that the 1960's version of The Jungle Book was produced from physical drawings, based on Rudyard Kipling's twisted tale but turned into a happy story. There is a huge change in the 2016 version since they have high budget and were able to physically use camera's that move and then have advanced CGI to edit in the post-production stage. Over the years, film expectations have grown, leading to greater profit and success in the technological advancement, particularly reflected in the 2016 version where there is more action included and dramatic cinematography.

In the 1960s, distribution alters to the distribution of 2016. The majority of marketing is done online in the modern adaptation, reaching a wider audience. Disney adapted to the online age with the use of social networking to promote the film meaning there was an advancement in audience engagement and interaction with its marketing strategies. This reflects the modern age of film making which is now dominated by CGI and visual effects technology. In 1967, however, making money out of producing films was a lot more difficult as there were very few distribution methods. Disney decided to distribute their products through merchandise, soundtracks and even began building theme parks in those times to reach their desired target audience of families. The Jungle Book is an example of how important merchandising is to achieve high distribution numbers.




Wednesday 13th December 2023

Vertical Integration is when a media company owns different businesses in the same chain of production and distribution.

Horizontal Integration is where products are produced by different companies but end up in the same section of the market.

Convergence
Standard definition-Convergence of the media occurs when multiple products come together to form one product with the advantages of all of them. E.G.- iPhone
Technical definition- The growing interactive use of digital technology in the film industry and media which enables people to share, consume and produce media that was difficult or impossible just a few years earlier. E.G.- Pirate downloads, digital projection.

How the cinema experience was different in the 1960's
-No multiplexes (only one screen so only one film could be played at a time, meaning films only stayed in cinemas for around 2-3 weeks)
-Dominated by American films]
-Smoking
-Movie theatres
-Projectors
-Colour
-Intermissions


LO-To explore the production and distribution of The Jungle Book 2016

Director: Jon Favreau
Production Company: Walt Disney Pictures
Director's previous two big CGI based successes: Iron Man & Iron Man 2
Main difference to original-Technology advance, storyline altered, live action, themes changed, darker


Production

Estimated production budget-$175 million includes:

-Above the line costs (creative talent, actors, directors, producers etc) Voices chosen were just as important as in the 1967 film.

-Below the line costs (crew, technical equipment hire, sets, transport, special effects, accommodation etc) are pure production costs.

-In a decade where Disney had already had two expensive blockbuster flops (John Carter and The Lone Ranger), it made sense to remake a movie with a proven business track record and a secure audience.
-Disney gave Favreau room to experiment as they wanted to create a visual spectacle that could easily translate across global markets. In the 60's, Disney's biggest market would have been America, however in 2016, the global market was equally as relevant.
-It can be described as a live action/CGI film as it combines the two on screen. The animals & landscapes were created on computer by the British digital effects house MPC.
-"The animal characters were deliberately created with a realistic look, and not in a cute and cuddly cartoon-style as with the original animated Jungle Book film, in order to target older movie-goers."
-The production process of JB16 was highly dependent on other companies, such as MPC, and so were not fully made in-house, as JB had been.
-Planned by Walt Disney Studios Chairman, Alan Horn, as one of a series of remakes of their classic properties: "Hollywood makes lots of classic characters for a new generation of kids, and their already smitten parents may be especially willing to shell out for related merchandise".

-The proliferation of digital technology in film had been driving film production (photorealistic rendering, computer-generated technology and motion capture), providing the most fantastical features.
-The genres that this tends to help most are fantasy, sci-fi and action-adventure (like JB).
-Examples of digital technological films from 2010-2015: Interstellar, Toy Story 3, Lego Movie, Tangled, Thor

-Used original book opening and even shot it with film to give the same effect as the original.
-Only live action part is Mowgli, not even the jungle was real, all was CGI.
-Multiplane camera allowed the original shots of the jungle scenes to have more depth

Disney created an 'immersive experience', demonstrating Disney's willingness to be a create market leader with its use of digital technologies across all levels. This is what Disney does: its business model sees the potential for media synergy and cross-media products.
-This is one way a studio reduces risks and offers the potential to maximise profits through the creation of additional non-film revenue streams, such as merchandising.
-By working alongside other media companies, the synergistic benefits of cross-promotion are effectively doubled. Disney is able to strike deals to make film and TV spin-offs, from which it gains a substantial share of the profits.
Disney chose to use one of its 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 handles the theoretical release, marketing and promotion of films produced globally.
-The film is released from April to July 2016 in 70 countries, opening at different times depending on competition and targeted school holiday dates.
-JB2016 was produced in 3D too and was one of the first films to be released in Dolby Vision 3D, but only a few cinemas were equipped to show it in this form. 10% of US showings were in IMAX.
-JB16 cost an estimated $175m to produce but opened with $103.6m in North America, making it one of the biggest April debuts ever at the box office. It grossed over $966m making it the fifth highest





Wednesday 10th January 2024

LO-To explore the marketing techniques used in 2016


Distribution Agreements

Film distributors are involved with a film before production, advising on its marketability.

A distribution agreement will also cover: 
-The promotion in all media before and after release
-Different cuts necessary for different cultures or territories
-How the income for the release will be apportioned
-How far the distribution licence extends into other markets such as TV and home entertainment

-Objective=to create visibility for individual film + engage audience interest.
-Because of proliferation of films, interest needs to be built to a peak before film opens at cinemas.
-Early release windows can create issues with sustainability (when a film is shown in cinemas and then made available on DVD, pay-per-views, streaming etc.) but then benefit from the buzz it creates. This is why theatrical releases are now less profitable than subsequent release formats-this was not the case with The Jungle Book 2016.

Proliferation: Rapid increase

Most effective methods of film promotion
-Word-of-mouth
-Posters
-Trailers
-Social Media

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

Disney used a range of media technologies to share the film concept early to global audiences. It used CGI on social media to sell and promote the movie as it could no longer rely on traditional media.

-Teaser posts on all official accounts before release
-Merchandise of Jungle Book
-Snapchat lens that turned users face into Kaa's
-Repeatedly pitched the movie to male audiences. Commercials on ESPN created the perception that The Jungle Book movie was not coming from the studio that made Cinderella but from the studio that produced the Pirates of the Caribbean series.
-Disney also rolled out an action-packed trailer during the Super Bowl.
-Disney’s marketers targeted Hispanic audience by teaming with Univision, the American Spanish-language TV network, for a five-week stint that brought The Jungle Book characters and clips to telenovelas, talk shows and sports coverage. Built a tool to allow Univision personalities to appear in scenes.
-With the help of social channels, went over the edge in terms of popularity. Disney’s savvy online marketing campaign contributed to buzz.
-To emphasise the “immersive world” Disney introduced a maze like Law of the Jungle website in partnership with the female-leaning Tumblr; ran special promos at IMAX theatres focusing on the snake Kaa; and created a touring virtual-reality experience and 360-degree Facebook video emphasising the “Avatar”-like world of its jungle.
-A New Year’s Day stunt on the Disney Channel, was used to portray the film as one of the year’s first blockbuster offerings for families and children. But the synergistic heavy lifting in this IMC campaign was done by Disney theme parks. 
-During spring break weeks, park theatres in Florida and California offered sneak-peek footage of the movie, with Mr. Favreau providing introductions. 
-Theme park stores that sell Disney merchandise had “Jungle Book” sections. Disney built photogenic “Jungle Book” sand sculptures at its Animal Kingdom and Epcot parks in Florida.


Friday 12th January 2024

LO-To refine exam analysis and structure

Key terms:
Demographic
Saturate
Proliferation



Conventional Advertising Included:
-Posters
-Print media: reviews, interviews, posters etc.
-Trailers-mainly in cinema
-Merch and theme parks

1) Introduction isn't specific enough, keep saying 'or so', has made points and media terminology, shows difference from then and now.

2) Has incorrect facts but structured well and does go into detail.

3) Too short, only has one main paragraph and only talks in detail about 2016 film.


Biggest Changes:
-Technology
-Integration
-Marketing
-Globalisation
-Role of Disney himself in production

Historical & Economic Contexts
-Dominance of Hollywood Majors: release strategies reflect changes
-Sources of income: merchandising & additional revenue sources
-Proliferation of technology: audience expectations
-Disney's personal role a thing of the past

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.
In your answer, explain how historical and economic contexts influenced this.

The production and distribution of major Hollywood films have changed significantly since the 1960s, which can be seen in the contrasts between the 2016 and 1967 version of The Jungle Book due to various economical and historical factors. The proliferation of technology has been one of the biggest changes to the production of Hollywood films, particularly exemplified in The Jungle Book's 2016 version with the focus on CGI. Changes in consumer behaviour has led to the increase in interest for fantastical animation, with budgeting shifts creating more possibilities for marketing and film distribution.

During the 1960's, film production mainly consisted of a production team chosen by Disney to create and traditionally animate the film by hand. The film was produced on a budget of $4million, which is very different to the heightened 2016 budget of $175million, highlighting the advance in economic situations between times. The Jungle Book 1967 was an animated film, whereas the 2016 version has shifted to an immersive style full of complex and expensive CGI, having to do so due to the audience expectations when comparing the film to other Hollywood films in this time. The key thing that Favreau has focused on when creating the 2016 version is to maintain relevance to a modern audience. 

Distribution methods in the 1960's remained traditional, unlike the technological possibilities for the 2016 film's marketing. The Jungle Book 1967 had to rely on conventional marketing like press marketing to reach people through magazines or newspapers as well as posters and trailers featuring in cinemas. The biggest change from the 60's to 2016 is the proliferation of technology which allows studios to broaden their reach with their marketing and reach a wider audience through the use of social media programmes. An example of a technique used to promote the 2016 version is the added Snapchat lens, that allowed you to morph your face into Kaa's. This interactive distribution method allowed audiences to be physically immersed in the movie, and to share this through posts and messages. In the 60's, Disney's biggest market would have been America, however in 2016, the global market was equally as relevant, therefore this distribution through social media allowed a more effective means of promotion.



Minecraft



Wednesday 17th January 2024
LO-To explore Minecraft & The History of Gaming


Terminology:

Sandbox game-The player can access the whole world (the box) at once, and can change that world at will (the sand). There is no preset narrative to force the player to run, hide, or shoot, and no marauders to destroy what they have built. (A mode on Minecraft)

Open-source software- Computer software that is released under a license in which the copyright holder grants users the rights to use, study, change, and distribute the software and its source code to anyone and for any purpose.

Beta version- Software made for testing before standard version release, either by company members or members of the public.

Franchise- A franchise is a business whereby the owner licenses its operations along with its products, branding, and knowledge in exchange for a franchise fee.

Intellectual property rights- Intellectual property rights are the rights given to persons over the creations of their minds. They usually give the creator an exclusive right over the use of his/her creation for a certain period of time.

What Minecraft cover tells us:
-Animals-hunting or able to farm
-Pickaxe and name shows you mine
-'Craft' shows you can craft and make buildings etc.
-Colours are stereotypically male, aimed for younger or teen boys and main character shown is male
-Blocky design-like Lego
-Enemies bottom right shows fire, in darkness-fight them





1)What are the different types of games you can get and how do they differ?
Arcade, console, PC, Mobile

2)Which are the main game companies (Consoles and game producers)?
Nintendo, Microsoft, Sony, Epic Games, Apple, Sega, Nvidia, Google

3)Gaming demographics for 2022 show that the largest group of gamers are, in fact, adults. Only 24% of gamers in the US are under 18. The largest group are people aged 18 to 34, with 36%. The smallest group is gamers over 65, with 6%.

-Nearly 3.24 billion gamers in 2021
-UK gamers spent on average 7.17 hours weekly on video games in January 2021
-39% of British adults used a mobile phone for gaming
-FIFA 22 is the best-selling video game in the UK



When was it released, who designed it and which company produced it?
It was first made public in May 2009 before being fully released in November 2011. The game was created by Markus Persson. It was originally developed by Mojang Studios.

What genre is it? What elements of other games are there?
Minecraft is a 3D sandbox game that has no required goals to accomplish, allowing players a large amount of freedom in choosing how to play the game. It also has elements of adventure.

Who owns it now?
In September 2014, after selling 15 million copies of Minecraft across gaming consoles, Persson sold out to Microsoft in a $2.5 billion cash deal.



Wednesday 24th January 2024
LO-To understand the production context of Minecraft

What you need to develop a game
-Money
-Marketing
-Technical assistance
-Additional crew
-Actors
-Distribution
One way of getting these things is through a publisher.

The video games industry has become dominated by the Publisher-conglomerate system.
-Developers pitch an idea, or Alpha version of the game to a publisher, who may fund its production.
-Often, successful developers can be bought outright by publisher conglomerates, who own numerous studios and publishing companies, generating huge profits.
-Publishers take responsibility for marketing, selling and distributing the game, but take a massive cut of the profit.
-Because they generate such huge profits, the games they make tend to be spectacular AAA titles, which cost millions to develop and market, with the goal of generating even greater profits.

Why the system works:
-Hesmondhalgh said that media conglomerates try to maximise audiences and profits by expanding into other cultural industries- this is called horizontal integration.
-Conglomerates buy other companies and they become subsidiaries.
-They may also increase profit through vertical integration-meaning they own the necessary companies to fulfil all production stages.



Currran and Seaton
-Decisions made by the media are. about money and power.
-The media is now dominated by conglomerates who make media that is likely to make a profit rather than artistic results-this is called media saturation.
-This means that creativity in mainstream media is often stunted.
-Other forms of media ownership will often produce more dynamic media texts.

Selling out to a publisher

Advantages- Global exposure from publisher-led marketing, finance backing, QA testing
Disadvantages- Loss of creative freedom, loss of profit, loss of connection with your audience

Minecraft was made as an indie alternative game.

Timeline
-Markus 'Notch' Persson started creating the game in May of 2009 at home, alone.
-It was developed using readily available open source software: Java gave it the advantage of being cross-platform: it ran on Windows, Mac OS X and Linux.
-The first major alpha version was released on 28th June 2010. It was sold for  €10.
-It quickly gained popularity online thanks to word of mouth on forums.
-Persson left his job and set up Mojang based on the initial sales of Minecraft.
-December 2010 - Persson announces the game is going beta.
-By January 2011, the beta version of the game had passed over one million purchases in just 1 month.
-By April 2011, Persson estimated that a US $33 million of revenue had been made.
-By 2012, Minecraft was available for Xbox 360 and Xbox Live.

Persson released the alpha version online so people could play it. You would just buy it once but you would constantly get updates for free as you play it, since he was constantly updating it. It also meant that players could suggest updates and changes to the game. He didn't need to pay for marketing, because his marketing was through you tubers and streamers creating videos of the game. He had a massive loyalty from the start of the game and millions of buyers.


Friday 26th January 2024

LO-To explore the initial development & features of the game

 
Initial Development

-Persson created and started developing the concept in 2009 having been inspired by games like Dwarf Fortress, a single player construction and management game. He wanted to produce a RPG version of this game. He was also inspired by Infiniminer: open-source software and a multi-player block-based sandbox building and digging game. This game heavily influenced the style of gameplay, visual style and building fundamentals.
-The initial inspiration for Minecraft came from fantasy RPG's, which was a market that had been established already. Persson enabled development within the game of a role from a first-person perspective in a creative and imaginary way. His vision was made possible by allowing players to develop an identity through gameplay.
-Persson wanted the game kept for 'gamers' and as the concept was developed, he tried to resist the temptation of multinational companies. This was unusual in the gaming industry, it's typical for collaboration with programmers working on a single project. This is demonstrated when whole studios receive either praise or criticism for a new game, rather than an individual.
-Minecraft is the story of the opportunities available to an independent games producer on the digital stage.

-Minecraft's initial reception wasn't commercially viable, it was seen more as a niche product for players with expert knowledge of computers and programming. However, by 2011, with Minecraft being developed among the gaming community, Persson and his company Mojang Studios, had a game concept with exponential global growth but without commercial backing.
-Without the commercial backing of a mainstream publisher, and no money spent on advertising revenue, the game relied on word of mouth between gamers and featured on sites such as Penny Arcade web comic to generate interest amongst gamers. For many media companies this would not typically have enabled growth or development of the concept. But in the online age, Persson had the vision to circulate and generate the game via the internet and the gaming community, so spreading the message virally. A clear example of the power of collaboration. Consequently, by January 2011, the beta-version of the game had passed over one million purchases in only a month, and by April 2011 Persson estimated that US $33 million of revenue had been made.
-In November 2011, prior to the game's official release, Minecraft had over 16 million registered users and 4 million purchases. Due to its popularity, Minecraft was released across multiple platforms becoming a commercially viable franchise with increased interactivity. In particular, Minecraft: Pocket Edition was released on Sony Xperia Play, available on Sony Xperia smartphones. Minecraft also becomes available on Android and iOS devices shortly after.


Explain how the production and initial development of Minecraft was very different compared to the normal production of the video game industry.

Persson wanted the game kept for 'gamers' and as the concept was developed, he tried to resist the temptation of multinational companies. This was unusual in the gaming industry since it's typical for collaboration with programmers working on a single project. This is demonstrated when whole studios receive either praise or criticism for a new game, rather than an individual. Minecraft is the story of the opportunities available to an independent games producer on the digital stage.
Minecraft's initial reception wasn't commercially viable, it was seen more as a niche product for players with expert knowledge of computers and programming. However, by 2011, with Minecraft being developed among the gaming community, Persson and his company Mojang Studios, had a game concept with exponential global growth but without commercial backing.

Wednesday 31st January 2024
LO-To explore the distribution and takeover of Minecraft


Distribution
Development occurred at a time when gaming went online and was characterised by multi-gaming platforms. This was in part of a response to gaming not just for consoles but on any device.
This opened up opportunities for games distributors to connect to wider non-traditional gamers to game on media devices like phones and tablets. As well as this, digital distribution allowed easy access to global markets- Persson & Sony took full advantage of this.
-It was at this point that MC became a media product that could be packaged and distributed across multiple platforms to offer its users creativity via interactivity with its content and educational values, and with apparently limitless boundaries to its gaming.

Advantages of distributing cross-media content- Makes more money because it reaches a wider range of people. It also meant Persson could gain more feedback from different platforms on how the game was being developed.

Why did Microsoft buy Minecraft?
By purchasing Mojang, Microsoft has access to a huge number of potential new customers to whom to sell its products.

How much was it bought for?
$2.5-billion

How has the game changed since corporate ownership?
Microsoft expanded the game beyond Xbox, added new features and content and launched an educational version of “Minecraft” designed for classroom use.


Microsoft Takeover
-Minecraft inspired videos were key in the early marketing of the game by Mojang, gaining popularity on YouTube and generating viral hype about the game.
-Game was marketed to audiences as an online version of Lego.
-Block cell graphics and well-published 'maverick' origins created interest and made the game far more desirable in appearing to be outside direction and creative control of major distributors.
-By 2012, there were millions of YouTube videos based around the game-parodies; instructional screen grabs; walkthroughs etc. 
-Impact came without a major studio backing enhanced the reputation and standing of the game and of Mojang.
-By 2014, MC as a PC Java game had become a globally successful phenomenon across all consoles and hand-held devices, appealing to a wide range of users.
-Mojang had struck deals with both Nintendo and Sony.
-2014, MC acquired intellectual property rights for $2.5 billion. They had a vision for the game that went beyond global distribution and the exploitation of its loyal gaming community. They realise that gamers could be sold add-ons and a range of merch.
-Takeover cemented MC as a top-brand selling video game; enabled Microsoft to extend its reach further and secured its distribution to smaller mobile devices like Xperia play. The exchange of the game was made easier and not simply confined to gaming or PC consoles.

Merchandise and MC products Microsoft created:
Lego MC sets
Books
Other MC games
Clothing
Figurines
Stationary
MC suitcase

-“We realised how much friction there was for players to find cool creator content in the Java edition,” says Todd Stevens, the director of Minecraft’s partner program. “A lot of times the websites you found it on had viruses and weren’t that safe. Parents were reluctant to give credit cards to some of these websites they didn’t know. We thought, when looking at this from a Bedrock perspective, if we created this safe marketplace . . . that we’d have a better environment for the player.”
-To head off a similar backlash, Microsoft decided to give developers most of the sales revenue after app store processing fees. Creators also get to retain ownership of their work, so they can theoretically reuse their assets and ideas outside of Minecraft.


Friday 2nd February 2024


MC Updates:
-Even since the game's official launch in 2011, the game has received six major updates amongst other smaller additions.
-Recently, MC was updated with 1.6 adding new horses with new armour options, coloured clay building blocks and new player effects, along with a wealth of smaller additions.
-The update was provided entirely free to owners of MC, with no need to purchase DLC or expansion packs.

Community:
-Community support is a valuable trait in any app, especially when changes to the software or game are effected by community feedback.
-That has been the case in MC where updates have been partially crafted based on community demands and, in the case of the recent addition of horses, originate from community-led mods.
-Integral to the early releases of MC was community feedback where original creator Notch was able to shape the game into something the community wanted.

Microsoft takeover audience reaction:
-Worried that because it would be a big corporation, they would create more expenses for the audiences.
-Upset that since Notch created the game 'for gamers', Microsoft would change this and that the community that had been created over 5 years that they were involved in heavily would disappear.


Jenkins - Fandom
Fandom- Communities built around a shared interest of an aspect of popular culture such as books, movies, TV shows, bands or sports teams etc.
Prosumer- Fans who act not only as consumers but as producers and creators of some form of creative media.
Spreadable media- 'viral'.
Participatory culture- Fans acting as producers.

Examples of fandom in MC:
-Mods
-Let's play YouTube vids showing people how to play
-Servers
-Events
-Conventions

YouTuber famous for MC- Dream
Modding community- MCreator
Server- BlossomCraft, Mistylands, PikaNetwork

How has Minecraft. encouraged participatory culture?
-Update voting
-Cosplay competitions
-Q&A with the developers

How the audience contributed to the success of Minecraft
Audience were very important to the success of Minecraft. Persson was able to shape the game into something the community wanted due to feedback from his audiences from the early release of the game. Because his focus was on creating a game specifically made for gamers, the community released YouTube videos from creators such as Dream who promoted and developed Minecraft originally through fan reaction. Jenkins' theory of fandom states that communities are built around a shared interest of an aspect of popular culture like gaming therefore these prosumers create new creative media through participatory culture. These fans believe their contributions create an impact to the game and through their sense of pride, they make bonds with one another, which then forms strong community bonds since they have created spreadable media through collaborations and conversations. These fans then create communities of their own, either through gaming conventions, where they can meet new gamers, or through online modding communities.

How was Minecraft used to penetrate VR?
VR support is actually built into the Bedrock Edition. Enabling VR in Minecraft Bedrock Edition depends on where you've purchased Minecraft. If you've purchased Minecraft from the official Oculus Store, Minecraft will natively show up as a VR title in your library. You don't need to do anything further, just launch it.

How was Minecraft used to penetrate education?
When playing Minecraft, children develop complex shapes, tackle geometric problems, and manipulate blocks. All of these are key mathematical concepts that will form part of your child's curriculum.



Friday 9th February
LO-To explore the marketing of Minecraft


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

Conventional game marketing:
-Trailers on TV
-Teaser pre-launch posters, game launch posters, billboards
-Magazine features
-Press marketing - allowing specialist gaming press access to game in development, studio images of characters etc to use as main magazine feature or cover.
-Reviews in newspapers/magazines
-Word of mouth
-Merchandise
-Celebrity voice or score
-Fandom
-Brand identity - the franchise
-Brand reliability - the software studio developer

How Mojang with no marketing budget, only 5 worlds and as a single player game effectively marketed the game:

-Released version for xbox 360
-Word of mouth
-Fandom
-Fans were listened to especially by Notch

Mojang was able to effectively market the game since previously, Persson listened to his fans and treated them equally as editors in some ways. This then meant that fans created their own fandom which led to successful marketing through online servers, or even word of mouth through conventions and various other online platforms like social media sites and YouTube videos. The idea that once you bought the game, every update came for free made it an ideal game when in comparison, most games do not do this. Eventually, due to this fan publicity, Mojang was able to digitally converge to reach a wider range in audience, including the release of a version for Xbox 360.

The Minecraft Website
Now that MC has been subject to global success and management by its technology partners, it is sold as a leading video game brand. This is evident from a quick internet search in examples that both market and synergise the product.

Minecraft Realms
-The introduction of the Realms service in 2013 was an attempt to give the producers more control over the distribution and circulation of the game.
-Realms are personal multiplayer servers, run by Minecraft, just for you and your friends. Your Minecraft: Bedrock Edition world is online and always accessible, even when you log off. Only people you invite can join your world, and what you do there is up to you: create, survive, or compete. 


Wednesday 28th February 2024
LO-To review social and economic context

Evaluate how ongoing audience interaction influences the production of video games. Refer specifically to MC in your answer.

-Persson wanted the game kept for 'gamers' and as the concept was developed, he tried to resist the temptation of multinational companies. This was unusual in the gaming industry since it's typical for collaboration with programmers working on a single project. This is demonstrated when whole studios receive either praise or criticism for a new game, rather than an individual. Minecraft is the story of the opportunities available to an independent games producer on the digital stage.

-Community support is a valuable trait in any app, especially when changes to the software or game are effected by community feedback.

-The regulation for gaming is statutory rather than self-regulating highlighting the different social attitudes towards gaming: fears about addiction, violence, isolation etc; the need to protect the most vulnerable & the fact that many gamers are younger.

Explain the impact of digitally convergent media platforms on video game production, distribution and consumption. Refer to MC to support your answer.

-Eventually due to fan publicity, Mojang was able to digitally converge to reach a wider range in audience, including the release of a version for Xbox 360.

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

-Development occurred at a time when gaming went online and was characterised by multi-gaming platforms. This was in part of a response to gaming not just for consoles but on any device.
This opened up opportunities for games distributors to connect to wider non-traditional gamers to game on media devices like phones and tablets. As well as this, digital distribution allowed easy access to global markets- Persson & Sony took full advantage of this.
-It was at this point that MC became a media product that could be packaged and distributed across multiple platforms to offer its users creativity via interactivity with its content and educational values, and with apparently limitless boundaries to its gaming.

-The rapid and persistent fall in the cost of computing power is both cause and effect of the technological developments in gaming and the role of the audience as prosumers.

Explain how producers target, reach and engage audiences for video games through content and marketing. Refer to MC to support your answer. In your answer, you must explain how social and economic contexts influence this.

-Mojang was able to effectively market the game since previously, Persson listened to his fans and treated them equally as editors in some ways. This then meant that fans created their own fandom which led to successful marketing through online servers, or even word of mouth through conventions and various other online platforms like social media sites and YouTube videos. The idea that once you bought the game, every update came for free made it an ideal game when in comparison, most games do not do this. Eventually, due to this fan publicity, Mojang was able to digitally converge to reach a wider range in audience, including the release of a version for Xbox 360.

-The introduction of the Realms service in 2013 was an attempt to give the producers more control over the distribution and circulation of the game.

-Many internet users have a resistance to paying for content, but will happily pay for micro transactions. Likewise, many object to ads in paid games but are happy to accept it is a part of free games.
    




BBC Radio:

Friday 1st March 2023

Radio 1 Breakfast Show
LO-To research the background and industry behind the BBC Radio 1 Show

Radio Station- Equivalent of TV channels. What the channel is called. Like BBC or Heart
Radio show- What content is played at each hour, like the Breakfast Show or the non stop lunch hour show etc.

Significance of Radio 1 Breakfast Show:
-30th September 2017, show celebrated its 50th anniversary. When the show was launched in 1967, it offered a diet of pop music and was described by The Radio Times as 'the swinging new radio service'.
-It was set up as an alternative to the 2 existing BBC Radio channels, Radio 2 & Radio 4, at a time when there was no breakfast TV and no independent radio stations. It was established at the request of the government following the banning of pirate radio stations.
-Radio 1 Breakfast is still considered the flagship programme of the radio station, and even a change of presenter draws media attention.

Commercial channels- Channels that make money, through advertising- ITV

BBC=Public Service Broadcasting

What is Public Service Broadcasting and what does this mean for the BBC?
Channels that don't use adverts unless for other shows on their channel. For the BBC, it means that they have high quality broadcasting for the public that withholds their traditions and have a 100% remit due to licence fees.

How is the BBC funded?
The BBC is governed by a Royal Charter, which commands the organisation to be independent. Although the Government sets the level of the licence fee and appoints the chairman of the board, the funds come directly from every UK household that owns a television receiving device.

How many radio stations does the BBC have and how do they differ?
All these stations target something for everyone overall. They have variety in terms of ethnicity and different types of music.

BBC values:
-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

BBC mission:
The Royal Charter states that the BBC’s 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".

BBC public purposes:
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

What are the main differences between commercial and non-commercial radio?
Commercial radio ads are centred around a call to action meant to influence the listener, while public station messages resonate with the listeners who act on the information provided. 


Wednesday 6th March 2024
LO-To research the background & industry behind the BBC Radio 1 Show


Public Service Broadcasting
-The BBC, ITV, C4 and C5 are public service broadcasters.
-The BBC still broadcasts under Reithian PSB principles, "To inform, educate and entertain" - Reithian ideologies link to social integration/empowerment by Lord Reith.

Reithian Values:
-A way of educating the masses (the BBC must broadcast under a Royal Charter)
-The BBC must be funded by a public licence fee.
-It must always be approachable and accountable.
-High quality broadcasting but with a background of tradition.

-Broadcasters are approachable and accountable, audiences can complain to Ofcom about suitability.
-High quality broadcasting provision for public, not commercial benefit but with a background of tradition.
-The BBC has a 100% remit - achieves this because its revenue from the license fee each year is approx 3.7billion.  £159 x £25 million TV licenses sold each year as publicly funded.
-The BBC is publicly owned and funded by the license fee.
-It has a remit to inform educate and entertain.
-BBC Radio 1 Breakfast Show has a specific remit to 'entertain and engage a broad range of young listeners with a distinctive mix of contemporary music and speech.'
-The license fee pays for BBC products like The Breakfast Show but is expected there is significant return.

Problems with BBC funding model
-BBC monopoly-why not subscription model? Squeezing out the independent sector
-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.

What the funding means for production
-Point-losses can be sustained by the BBC like the significant decline in listeners on the Breakfast Show
-Decline in quality is something different however that affects the brand and the reputation of BBC as institution hence Grimshaw-James switch
-Niche programmes can be broadcast on the back of the 'success' of more mainstream products like the Breakfast Show and Drive Time
-Increasing fragmentation through digitisation however like most media will ultimately lead to further change

Problems with PSB
-PSB is blurred by ideological agenda and bias
-PSB observes/responds to a zeitgeist socially/culturally, challenging impartially agenda/original values
-Most broadcasters now provide PSB content. E.g. Netflix emerging as provider
-Patterns of consumption blur notions of PSB - the concept of an online, digital culture has completely eroded Reithian values; does PSB 'inform, educate and entertain' any more?

PSB & Political Context
-PSB has an important role to play in democracy/culture
-PSB institutions are dependent on political support
-Cultural policy suggests PSB encourages inclusivity but also encourages a 'national culture'
-This links to Reithian origins but develops into a global framework and a debate on the whole concept of 'national television vs global television'

Who are the target audience for BBC Radio 1? What are their expectations of the Breakfast Show?
-15-29 year olds by playing popular music across a variety of genres.

Radio 1 Breakfast Show: times, presenters, audience figures, regular features?
Running time: 210 minutes (7:00 am – 10:30 am)
Presenter: Greg James, previously Nick Grimshaw
Audience Figures: 4.3m

How can audiences access the Breakfast show, both during and after airing?
Radio 1 defended this by stating that it's listeners don't tend to tune into the radio (which is the only figure that RAJAR looks at) and instead listen via Youtube or social Media. 

Which other breakfast shows are its biggest competition?
BBC Radio 2 breakfast Show, Heart

Basic Information
-Mainstream, entertainment based flagship BBC show. Brand was 55 years old in 2022
-Music, quizzes, chat, guest interviews, phone in and competitions
-Broadcast in comedic 'zoo format' (wacky, personality led show)
-Greg James rhetoric of presentation important- audience identification with personality jocks

Industry and Economic Factors
The impact of PSB and the license fee as a source of funding is shown by the breadth of output on the show. The  show has transmitted outside broadcasts from Glastonbury, Wimbledon and, until recently, the Ibiza weekend. The license fee generates far more funding than advertising and marketing generated by Capital, Kiss, Heart or Virgin. As a result, outside broadcast features have the potential to be more expansive, creative and developed.

Another important element of the show is the use of PSB funding to promote new musical talent. For instance:
-Transmissions from Glastonbury and The Big Weekend
-Utilising The Live Lounge (Radio 1's in-house live artist recordings)
-A far more expansive playlist than its commercial counterparts
-Promoting and developing artists from a range of genres
-Hosting the annual 'Sound of the Year' poll won in previous years by Adele and Sam Smith
-Promoting artists who appear at the Reading and Leeds festivals, Radio 1 stage and the BBC Introducing Stage, The Teen Awards and The Brits
-Promoting 'BBC Introducing' artists from the corporation's regional programming

Online and Socials
-Real time dialogue with audiences through text, email and social media
-Podcasts of sections of the show available to download
-A dedicated YouTube channel hosting shareable, often celebrity-rated content
-Social media links Twitter, Insta, SC, TikTok and FB
-Dedicated video channel of BBC iPlayer
-Audio imaging packages
The Radio 1 Breakfast Show develops an interrelationship between media technologies, audience engagement and online response. The extent of its online offer is increasingly instrumental to its reach.




On social media:
-Full filmed episode of the Dua Lipa story online-Youtube (full version), Insta and TikTok



Friday 15th March 2024
LO-To explore industry and contextual areas


BBC In The Balance

Both Sides-ism
A standard approach for any news programme addressing any controversial topic is to have the news anchor report on it, then mediate a discussion between two experts with opposing views. 

-Impartiality is key to the BBC's success as a trustworthy purveyor of news. 
-By presenting both sides of an argument with equal status and visibility, it greatly elevated the opinion that was not just heavily in the minority, but often demonstrably wrong.
-In order for the BBC to make good choices at the ballot box, they need to be well-informed by a press who are not interested in keeping everyone happy, but in telling them the truth.


High quality-yes
Original-no
Engaging-yes
Challenging-no
Innovative-no

Radio 1 Music

-Music - playlist decided by a committee. 
-A-list records get 25 plays a week, B-list 15, and C-list 8-10.
-Choices - partly guided by what's already popular with young people online. Many older artists aren't included as the network is trying to keep an under-30 audience.
-Brit List - helps push featured new British artists - to make output less globally homogeneous and to make it more distinctive.

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

-In the Newsbeat - which is regular - they included stories about Israel and Palestine war and the death of a Japanese anime creator. 
-Content of Newsbeat are a combination of global, celebrity, culturally important and sports news
-Newsbeat isn't too long because that isn't what the show is for, but they still include a variety of news items that have the audiences interests in mind.

3-To show the most creative, highest quality and distinctive output and services.
They have quizzes, filmed story about Dua Lipa.
-They have their own intro.

4-To reflect, represent and serve the diverse communities of all of the UK's nations and regions and, in doing so, support the creative economy across the UK.

The Newsbeat spoke about women escaping their countries and their restricting laws.
-Also, they spoke about paternal leave and pay, an economical issue for many men in the UK.


Friday 22nd March 2024

LO- To understand the key components of a 15 mark essay and how to successfully structure a response



How do radio programmes target, reach and maintain a variety of audiences when referring to The BBC Radio One Breakfast Show?


Criteria to include in an essay:

-Examples from show
-Relevant context 
-BBC R1BS audience type

IMPORTANT FACTS about Radio
-BBC is PSB and has a PSB remit 
-Greg James nearly quit in Lockdown because he couldn't show any bias or opinion on political news concerning covid because of the remit.
-Tony Blackburn original host- he was known all around Britain much more than Greg. 
-Proliferation of digital platforms means there is now more diversity and choice.
-'To inform, educate and entertain'-Reithian values-remit
-They can sustain losses because they get so much money from their license fee

The Royal Charter
The Royal Charter is the constitutional basis for the BBC. It sets out the BBC’s Object, Mission and Public Purposes. The Charter also outlines the Corporation’s governance and regulatory arrangements, including the role and composition of the BBC Board.

Comments

  1. JUNGLE BOOK:
    Excellent notes - detailed and with excellent examples. Make sure you know about specific examples for Production, Distribution, Marketing & exhibition for both movies - 1960s in particular

    MINECRAFT:
    Great notes again. Detailed and comprehensive. Make sure that you understand the main differences between the production of Minecraft and how a typical game would be produced and distributed.

    RADIO 1 BREAKFAST SHOW:
    Good notes on the specific episode. Make sure you understand the industry e.g PSB V Commercial and the differences.

    ReplyDelete

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