Monday, February 24, 2020

Newspapers: The decline in print media

Our final topic is newspapers: an industry that has changed hugely in the last 20 years due to the impact of the internet.

This is the final set of targeted CSPs - we will be studying Audience and Industry contexts for the Daily Mail and the 'i' newspaper. This means newspapers will come up in Paper 1, Section B of the exams. 

Notes from the lesson

In the lesson, we looked at the history of the newspaper and some key terminology we need to learn:


Newspapers: hard and soft news
Newspapers cover a range of stories that are generally divided into two categories:

Hard news: stories related to current affairs, politics, economics, wars and other serious news.

Soft news: stories related to entertainment, sport, celebrities, gossip, scandal and human interest/lifestyle topics.

Newspapers: tabloid and broadsheet
Newspapers were traditionally available in two sizes: tabloid and broadsheet. Today, most newspapers are in the smaller broadsheet size but the terms are still used to describe the style of paper:

Tabloid: focusing largely on soft news, famous examples include the Sun and the Mirror. Generally read by more working class audience. Mid-market tabloids are a middle ground between tabloid and broadsheet and include the Daily Mail. 

Broadsheet: serious newspapers that focus more on hard news. The Times, Guardian and Telegraph are all examples. 

Newspapers: sources of news
Newspapers tend to get their news content from two sources:

Journalists: newspapers employ reporters and photographers to attend events, interview people and write stories. 

News agencies: Reuters and Associated Press are examples of global news agencies that are independent institutions that employ journalists to write stories that newspapers and other media organisations can pay to use.

Increasingly in the digital age, newspapers are sourcing news from their audiences using citizen journalism. This is sometimes criticised as creating clickbait – an example of soft news aimed simply to attract online readers.


The decline of newspapers

In the last 20 years, the newspaper industry has faced a sharp decline due to the rise of the internet.

In 2003, almost 30 million newspapers were sold in the UK every day. By 2017 that was down to 12.4 million (source: Ofcom). 

Newspapers have traditionally made their money in two ways: through the cover price and by selling advertising. With so much news available for free online, audiences are not buying newspapers so both these sources of income have been decimated.


The Wall Street Journal produced a short video demonstrating how the industry has changed in the last 100 years:



Once you've learned the key terminology, watched the video and considered the decline in the industry, work through the blog tasks below.


Blog tasks: The decline in print media

Part 1: Ofcom report into news consumption 2019

Read this Ofcom 2019 report on the consumption of news in the UK. Note down the key statistics and changes that Ofcom highlight and answer the following questions:

1) Look at the key findings from the report on pages 2-3. How do UK adults generally get their news? 

2) Read the overall summary for adults on pages 7-8. What do you notice about the changing way adults are getting their news?

3) Look at the summary of platforms used on page 13. What do you notice about newspapers and how has it changed since 2018?

4) Now look at the demographic summary for news platforms on page 15. What audience demographic groups (e.g. age, social class) are most and least likely to read newspapers?

5) Read Section 3 on cross-platform news consumption (page 20). What newspaper brands can you find in the list of most popular news sources across platforms?

6) Now turn to Section 6 focusing on newspapers (page 33). How has the circulation of national newspapers decreased between 2010 and 2018?

7) What are the most-used newspaper titles?

8) What are the most popular titles when print and online figures are combined (look at page 38)?

9) How does the i compare to the Daily Mail?

10) Now study the demographic details for our two CSP newspapers on page 39. What is the breakdown of the Daily Mail audience and the i audience? What differences do you notice?

11) Read section 7 of the report: news consumption via social media (pages 40-52). Pick out three statistics from this section that you think are interesting and explain why.

12) Look at the summary of readers' attitudes for newspapers on page 76. What statements for Daily Mail readers tend to agree with?


Part 2: Factsheet - The death of print media

Go to our Media Factsheet archive on the Media Shared drive and open Factsheet 165: The death of print media. Our Media Factsheet archive is on the Media Shared drive: M:\Resources\A Level\Media Factsheets

Read the Factsheet and complete the following questions/tasks:

1) What has happened to print media in the last 30 years?

2) Why is the Independent newspaper such a good case study for the decline in print media?

3) What was the Independent newspaper famous for?

4) What did the then-owner of the Independent, Evgeny Lebedev, say about the newspaper's digital-only future?

5) How do online newspapers make money?

6) What did the Independent's longest-serving editor Simon Kelner warn regarding the switch to digital?

7) What is the concern with fake news? What does 'post-truth' refer to?

8) What is your view on the decline in print media? Should news be free? Is it a concern that established media brands such as the Independent can no longer afford to exist as a printed newspaper?


Complete for homework if you don't get it finished in the lessons: due next week.

Sunday, February 23, 2020

Newspapers: Weekly Media homework - news story research

For the Newspapers unit this half-term, you have an ongoing homework EVERY week without fail: to find, read and post TWO news stories on your blog.

The details: every week you must find, read, summarise and comment upon two news stories from the websites of our two newspaper CSPs (The Daily Mail and the 'i'):

Mail Online
The i newspaper website 

You'll also find stories related to the media linked from our Twitter account, @blogmacguffin (access it online here if you don't have the Twitter app) so make sure you're following that too, particularly in the run-up to the final exams.

Newspaper news story research: blog task

Create ONE blogpost that you return to and update weekly. Call it 'Newspaper news story research'. Then, each week you need to visit the MailOnline website and the 'i' newspaper website and choose one story from each to summarise. 

Most importantly, you need to do the following on your blogpost for each story...
  1. Provide a title, date and weblink.
  2. Summarise the story in your own words: is this is an example of hard news or soft news? You may want to add a graphic or screenshot here.
  3. Explain how or why this story appeals to the audience of that newspaper (use media terminology and theory where you can).
  4. Comment on the story: to what extent does it reflect the values and ideologies of the newspaper? Is this an example of quality journalism or simply clickbait
You'll be presenting these to the class each week (we'll randomly select a student and you'll be expected to present from memory, so make sure you come prepared) and this will ensure you build up a range of stories from both CSPs to provide examples to use in exam questions and essays. 

Due: EVERY week - no excuses. Due for your single lesson each week.

Sunday, January 19, 2020

Media PPEs - what to revise

Your upcoming A Level Media Studies PPEs are the real deal - the opportunity to put everything you have learned to the test.

Students typically do better in the summer exams than the last set of mocks - but usually only by around a grade. This means you need to make sure you are fully prepared for these exams with the aim of achieving your target grade or just off it.

The following will help you plan your revision:

Media Paper 1

Media Paper 1 Section A will always focus on Media Language and Representations. This means the following CSPs:

Advertising & Marketing
Score & Maybelline That Boss Life

Music Video
Billie Jean & Letter to the Free

Media Paper 1 Section B will always focus on Media Audiences and Industries. This means the following CSPs:

Film Industry
Chicken

Radio
Life Hacks and War of the Worlds

Newspapers (not in January PPE)
The Daily Mail and The i

Unseen question

The first question in Media Paper 1 Section A will always be an unseen media product.

The second question will also relate to the unseen while also bringing in a CSP. This means it is likely the unseen product will link to advertising and marketing or music promotion.

20-mark essays

There will be TWO 20-mark essays in Paper 1 – at the end of each section. AQA states for your extended response questions:

“You will be rewarded for your ability to construct and develop a sustained line of reasoning which is coherent, relevant, substantiated and logically structured.”

You can look through this AQA Specimen Paper 1 paper to familiarise yourself with the structure of the paper.


Media Paper 2

The first question in Media Paper 2 will always be a 9-mark question on an unseen media product.


Aside from Q1, Media Paper 2 tests your in-depth topic areas:

TV
Capital and Deutschland 83

Magazines
Men’s Health and Oh Comely

Online, Social and Participatory
Teen Vogue and The Voice

Videogames
Tomb Raider Anniversary, Metroid Prime 2: Echoes & The Sims FreePlay

Indeed, the majority of Paper 2 will be THREE 25-mark essays on your in-depth topics. AQA states for your extended response questions:

“You will be rewarded for your ability to construct and develop a sustained line of reasoning which is coherent, relevant, substantiated and logically structured.”

Synoptic question

The final question in Paper 2 will always be the synoptic question – which requires you to demonstrate knowledge of the whole two-year course of study. AQA states:

“Question 4 is a synoptic question in which you will be rewarded for your ability to draw together different areas of knowledge and understanding from across the full course of study.”

How do we do this? Answer: Key concepts and CSPs

You can look through this AQA Specimen Paper 2 paper to familiarise yourself with the structure of the paper.


Finally, revise EVERYTHING you have learned over the last 18 months for A Level Media in preparing for these exams - terminology, theory and CSPs. Good luck!

Videogames: Final index

We have now finished our final in-depth topic - Videogames.

Your have done some superb work on women in videogames, Henry Jenkins on fandom and postmodernism and The Sims. You now need to complete a Videogames blog index to ensure you have completed all the work for our in-depth Videogame CSPs. 

This process is clearly excellent revision for the Media PPEs coming up next week as well as the summer exams in June. It will highlight if you've missed anything through absence or trips and allow you to catch up if you have fallen behind with anything in this topic. 

Your Videogames index should include the following:

1) Videogames: Women in videogames
2) Videogames: Further feminist theory
3) Learner response: OSP assessment
4) Videogames: Tomb Raider Anniversary
5) Videogames - Metroid Prime 2: Echoes
6) Videogames: Henry Jenkins - fandom and participatory culture
7) Videogames: The Sims FreePlay part 1 - Language & Audience
8) Videogames: The Sims FreePlay part 2 - Industries
9) Videogames: The Sims FreePlay part 3 - Representations

For your index, the text should link to YOUR corresponding blogpost so you can access your work on each aspect of the case study quickly and easily. This also means you if you have missed anything you can catch up with the work and notes and won't underperform in PPEs or exams due to gaps in your knowledge.

Full Media PPEs: revise now!

Your Media PPEs are coming up in the next fortnight. Look out for other blogposts with exam content, revision tips and guidance.

Index due date: Friday 24 January

Monday, January 13, 2020

Videogames: The Sims FreePlay part 3 - Representation

The final aspect of our in-depth case study on The Sims FreePlay focuses on Representation.

There is a lot to explore with representation in the Sims FreePlay - everything from gender, race and ethnicity to capitalism, reality and postmodernism. 

Notes from the lesson

The Sims franchise offers range of representations on gender, age, race/ethnicity, sexuality, capitalism and even reality itself.


One aspect of The Sims is the values and ideologies that the game reinforces. Although it has been praised for its liberal values over, for example, LGBTQ+ representation, it could also be argued that the game reinforces dominant American capitalist ideologies.


Expansion pack trailers

A useful way to analyse representations in The Sims FreePlay is to study the trailers produced by EA to promote expansion pack DLC. For example:





Using these expansion pack trailers, we can study the representation of gender, age, race/ethnicity and much more.


The Sims and postmodernism

Watch this introduction to Baudrillard from 8-Bit Philosophy:




Baudrillard argued that our culture now perceives the ‘copy’ (media representation) as more real than the ‘original’ and stated that we live in a culture where the ‘fake’ is more readily accepted than the ‘real’ – therefore creating hyperreality. This blurs the line between fiction and reality.

The Sims franchise is a perfect study in hyperreality as it allows players to create an entirely constructed life through the game.

The Sims FreePlay social media channels also provide an example of simulacra – they are situated in the real world and interact with real players but feature entirely constructed fictional content from the game. Here, they also make intertextual references to real celebrities. Where is the line between fiction and reality?


The Sims FreePlay - Representation blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 3 - Representations' and complete the following tasks.

Textual analysis

Re-watch some of the expansion pack trailers and answer the following questions:

1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?

2) What stereotypes have you identified in The Sims FreePlay?

3) What media theories can you apply to representations in The Sims FreePlay?


Representation reading

Read this Forbes article on gender and racism in The Sims franchise and answer the following questions:

1) How realistic does The Sims intend to be?

2) How has The Sims tried to create more realistic representations of ethnicity?

3) How has The Sims responded to racism and sexism in society?

4) What is The Sims perspective on gender fluidity and identity?


5) How does The Sims reinforce the dominant capitalist ideologies of American culture?



1) How did same-sex relationships unexpectedly help the original Sims game to be a success?

2) How is sexuality now represented in The Sims?

3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?

4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?

5) How is sexuality represented in the wider videogames industry today?


Reality, postmodernism and The Sims

Read this Paste Magazine feature on reality and The Sims franchise. Answer the following questions:

1) What does the article suggest about the representation of real life in The Sims 4?

2) What audience pleasures did the writer used to find in The Sims franchise?

3) Why the does the writer mention an example of a washer and dryer as additional DLC?

4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?

5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?


The Sims FreePlay social media analysis

Analyse The Sims FreePlay Facebook page and Twitter feed and answer the following questions:

1) What is the purpose of The Sims FreePlay social media channels?

2) Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.

3) Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?

4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?

5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?


Extension: Postmodernism academic reading

If you're interested (or planning on studying Media or Cultural Studies at university), read this highly academic and challenging summary of hyperreality, implosion and postmodern theory from the University of Chicago. Consider how these approaches apply to the digital media landscape we’ve been studying and in particular the videogame industry and franchises like The Sims and Tomb Raider.


Complete for homework: due Friday 24 January.

Friday, January 10, 2020

Videogames: The Sims FreePlay part 2 - Industries

The second aspect of our in-depth case study on The Sims FreePlay focuses on industries.

We need to know how videogames are regulated and also the companies behind the game. However, the most significant aspect of this concept is the 'freemium' model that The Sims FreePlay uses.

Notes from the lesson

Regulation: PEGI
  • The videogames industry is regulated by PEGI – Pan European Game Information.
  • In the UK, the Video Standards Council is responsible for regulating game content. In 2012, PEGI was introduced to UK law to make the age ratings legally enforceable.
  • It is illegal to sell games to people below the age of the rating.
  • The Sims FreePlay is rated 12+ due to mild references to alcohol, sexual content and similar adult themes.

Electronic Arts
  • The Sims franchise is owned by Electronic Arts (EA), a huge name in the videogames industry.
  • The Sims FreePlay was developed by Firemonkeys Studios, EA’s Australian subsidiary.
  • The franchise was originally developed by Maxis after EA acquired the company.
  • EA is famous for big-budget console games such as the FIFA series but has moved more into mobile gaming in recent years.

The 'freemium' model
  • The Sims FreePlay uses the ‘freemium’ model – free to download and play but with in-app purchases. 
  • Although initially more popular with smaller, independent game developers, the freemium model is now a huge revenue generator for major publishers like EA.

The Sims FreePlay - Industries blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 2 - Industries' and complete the following tasks.

Regulation – PEGI

Research the following using the PEGI website.

1) What is the VSC and how does it link to UK law?

2) Note down the key statistics on the homepage.

3) What is the purpose of PEGI?

4) Click on the PEGI Rating tab in the top menu. What are the age ratings and what do they include?

5) Scroll down to look at the ‘How games are examined’ infographic. What is the PEGI process for rating a game?


The ‘Freemium’ gaming model

Read this Lifewire feature on freemium gaming and answer the following questions:

1) How does the freemium model work?

2) Why do some gamers believe freemium is ruining games?

3) What are the positives of the freemium model for gaming?



1) Note the key statistics in the first paragraph.

2) Why does the freemium model incentivise game developers to create better and longer games?

3) What does the article suggest regarding the possibilities and risks to the freemium model in future?


Read this New York Times feature on freemium gaming and answer the following questions:

1) Why did Temple Run use the freemium model?

2) The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

3) Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?


Electronic Arts

Read this Pocket Gamer interview with EA’s Amanda Schofield, Senior Producer on The Sims FreePlay at EA's Melbourne-based Firemonkeys studio. Answer the following questions:

1) How has The Sims FreePlay evolved since launch?

2) Why does Amanda Schofield suggest ‘games aren’t products any more’?

3) What does she say about The Sims gaming community?

4) How has EA kept the game fresh and maintained the active player base?

5) How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.


Finally, read this blog on how EA is ruining the franchise (or not) due to its downloadable content. Answer the following questions:

1) What audience pleasures for The Sims are discussed at the beginning of the blog?

2) What examples of downloadable content are presented?

3) How did Electronic Arts enrage The Sims online communities with expansion packs and DLC?

4) What innovations have appeared in various versions of The Sims over the years?

5) In your opinion, do expansion packs like these exploit a loyal audience or is it simply EA responding to customer demand?


Complete for homework: due on Monday 20 January.

Sunday, January 05, 2020

Videogames: The Sims FreePlay part 1 - Language & Audience

Our final videogames CSP is The Sims FreePlay (2011).

This is another in-depth CSP so will require significant work and research across three blogposts to complete your case study.


Background: mobile gaming
  • The videogames industry has changed massively since the emergence of the smart phone and app store distribution model.
  • Mobile gaming has changed the audience demographics for gaming and brought the industry into the mainstream.
  • The app store model means tech giants such as Apple and Google are making significant sums from mobile gaming but mobile hits can still earn developers millions.
  • Angry Birds made developer Rovio $200m in 2012 and broke 2 billion downloads in 2014.

The Sims FreePlay
  • The Sims FreePlay is a spin-off from the hugely successful Sims franchise first published by Electronic Arts (EA) in 2000.
  • The game is a strategic life simulation game (also known as the sandbox genre). 
  • The Sims FreePlay takes the game on to phones and tablets and uses the ‘freemium’ model that makes money via in-app purchases.
  • The game has seen 200 million downloads since 2011 – remarkable success.

The Sims FreePlay: Audience
  • The Sims franchise has demonstrated there is a strong and lucrative market in female gamers.
  • When The Sims was first pitched by creator Will Wright he described it as a ‘doll house’. 
  • The development company Maxis weren’t keen because ‘doll houses were for girls, and girls didn’t play videogames’. EA then bought Maxis, saw potential in the idea and one of the most successful ever videogame franchises was born.
  • Expansion packs available for The Sims FreePlay reinforce the view that the target audience is predominantly female.

Participatory culture
  • The Sims franchise is one of the best examples of Henry Jenkins’ concept of participatory culture.
  • Since the very first game in the franchise, online communities have created, suggested and shared content for the game.
  • ‘Modding’ – short for modifications – is a huge part of the appeal of the game. Modding changes aspects of the gameplay – anything from the strength of coffee to incorporating ghosts or even sexual content.


The Sims FreePlay - Language & Audience blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 1 - Language & Audience' and complete the following in-depth tasks.

Language / Gameplay analysis

Watch The Sims: FreePlay trailer and answer the following questions:




1) What elements of gameplay are shown?

2) What audience is the trailer targeting?

3) What audience pleasures are suggested by the trailer?


Now watch this walk-through of the beginning of The Sims FreePlay and answer the following questions:



1) How is the game constructed?

2) What audience is this game targeting?

3) What audience pleasures does the game provide?

4) How does the game encourage in-app purchases?


Audience


1) What critics reviews are included in the game information section?

2) What do the reviews suggest regarding the audience pleasures of The Sims FreePlay?

3) How do the reviews reflect the strong element of participatory culture in The Sims?


Participatory culture


1) What did The Sims designer Will Wright describe the game as?

2) Why was development company Maxis initially not interested in The Sims?

3) What is ‘modding’?

4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?

5) Look specifically at p136. Note down key quotes from Jenkins, Pearce and Wright on this page.

6) What examples of intertextuality are discussed in relation to The Sims? (Look for “replicating works from popular culture”)

7) What is ‘transmedia storytelling’ and how does The Sims allow players to create it?

8) How have Sims online communities developed over the last 20 years?

9) Why have conflicts sometimes developed within The Sims online communities?

10) What does the writer suggest The Sims will be remembered for?


Read this Henry Jenkins interview with James Paul Gee, writer of Woman as Gamers: The Sims and 21st Century Learning (2010).

1) How is ‘modding’ used in The Sims?

2) Why does James Paul Gee see The Sims as an important game?

3) What does the designer of The Sims, Will Wright, want players to do with the game?

4) Do you agree with the view that The Sims is not a game – but something else entirely?

5) How do you see the future of gaming? Do you agree with James Paul Gee that all games in the future will have the flexibility and interactivity of The Sims?



Complete for homework - due on Friday 17 January.

Sunday, December 15, 2019

Videogames: Henry Jenkins - fandom and participatory culture

Henry Jenkins is a key audience theorist – an expert in fandom and participatory culture.

We need to apply Jenkins's ideas to our videogame CSPs but also think back to where his ideas are relevant with other media texts we have studied. His work on participatory culture links with Clay Shirky in places and the concept of fandom is important to many media texts - from TV drama to magazines.

Notes

Henry Jenkins is an expert in fandom and participatory culture. Key to this idea is the concept of the ‘prosumer’ – audiences that create as well as consume media. This culture has revolutionised fan communities with the opportunity to create and share content. It also links to Clay Shirky’s work on ‘mass amateurisation’.

Fandom is now big business – with Comic-Con events making millions. More importantly, the internet has demonstrated the size of fan communities so it is no longer a minority of ‘geek’ stereotypes but mainstream popular culture (such as Marvel, Harry Potter or Doctor Who).




Jenkins defends fan cultures and argues that fans are often stereotyped negatively in the media because they value popular culture (e.g. films or games) over traditional cultural capital (high brow culture or knowledge). The irony is fan culture is often dominated by middle class, educated audiences.

Jenkins discusses ‘textual poaching’ – when fans take texts and re-edit or develop their meanings, a process called semiotic productivity. Fan communities are also quick to criticise if they feel a text or character is developing in a way they don’t support.


EU copyright law: a threat to participatory culture?

A new copyright law currently moving through the European Parliament has been described as a potential 'meme-ban'. It would place the responsibility for the distribution of copyrighted material with the platform rather than the user or copyright holder - and therefore could lead to huge amounts of content being removed. If implemented in full, it could end textual poaching, fan-made texts and re-edits and many more examples of fandom and participatory culture. You can read more on the potential implications in this Wired feature.


Henry Jenkins - fandom blog tasks

The following tasks will give you an excellent introduction to fandom and also allow you to start exploring degree-level insight into audience studies. Work through the following:

Factsheet #107 - Fandom

Use our Media Factsheet archive on the M: drive Media Shared (M:\Resources\A Level\Media Factsheets) to find Media Factsheet #107 on Fandom. Save it to USB or email it to yourself so you have access to the reading for homework. Read the whole of Factsheet and answer the following questions:

1) What is the definition of a fan?

2) What the different types of fan identified in the factsheet?

3) What makes a ‘fandom’?

4) What is Bordieu’s argument regarding the ‘cultural capital’ of fandom?

5) What examples of fandom are provided on pages 2 and 3 of the factsheet?

6) Why is imaginative extension and text creation a vital part of digital fandom?


Tomb Raider and Metroid fandom research

Look at this Tomb Raider fansite and answer the following questions: 

1) What types of content are on offer in this fansite?

2) What does the number of links and content suggest about the size of the online fan community for Tomb Raider and Lara Croft? Pick out some examples from this page.

3) Scroll to the bottom of the page and look at the short ‘About me’ bio and social media updates. Is this a typical example of ‘fandom’ in the digital age? Why?

Now look at this Metroid fansite and answer the following: 

1) What does the site offer?

2) Look at the Community Spotlight page. What does this suggest about the types of people who enjoy and participate in fan culture?

3) There is a specific feature on Metroid Prime 2: Echoes. What do the questions from fans tell you about the level of engagement and interest in the game and franchise from the fan community?


Henry Jenkins: degree-level reading

Read the final chapter of ‘Fandom’ – written by Henry Jenkins. This will give you an excellent introduction to the level of reading required for seminars and essays at university as well as degree-level insight into our current work on fandom and participatory culture. Answer the following questions:

1) There is an important quote on the first page: “It’s not an audience, it’s a community”. What does this mean?

2) Jenkins quotes Clay Shirky in the second page of the chapter. Pick out a single sentence of the extended quote that you think is particularly relevant to our work on participatory culture and the ‘end of audience’ (clue – look towards the end!)

3) What are the different names Jenkins discusses for these active consumers that are replacing the traditional audience?

4) On the third page of the chapter, what does Wired editor Chris Anderson suggest regarding the economic argument in favour of fan communities?

5) What examples does Jenkins provide to argue that fan culture has gone mainstream?

6) Look at the quote from Andrew Blau in which he discusses the importance of grassroots creativity. Pick out a sentence from the longer quote and decide whether you agree that audiences will ‘reshape the media landscape from the bottom up’.

7) What does Jenkins suggest the new ideal consumer is?

8) Why is fandom 'the future'?

9) What does it mean when Jenkins says we shouldn’t celebrate ‘a process that commodifies fan cultural production’?

10) Read through to the end of the chapter. What do you think the future of fandom is? Are we all fans now? Is fandom mainstream or are real fan communities still an example of a niche media audience?


Extension: EU copyright law - is a meme ban coming?

Read this Wired feature on the upcoming EU copyright law (Article 13 and Article 11) and discuss the potential implications for participatory culture and fandom. How might this impact on fans' 'textual poaching'?


There is plenty of work here but you will have the Christmas holiday to complete it. Exploring Jenkins will also give you a high-level academic theorist to employ in your upcoming Media PPEs.

Fandom work all due: Monday 13 January

Wednesday, December 11, 2019

Coursework: draft deadlines

After filming our trailers and completing some superb work in our photoshoots, it's now time to look at draft deadlines.

*EDIT: Due to the loss of data from Media Shared, we have revised the below deadlines and will re-do photoshoots in class this week for anyone who has lost their images*

This is the most important part of the coursework - the actual editing, design and construction of professional-level media productions. We know this is time-consuming - professional work takes serious commitment in the edit suite. Hopefully, the opportunity to download and use Creative Cloud software at home is useful and allows you to dedicate a day or two of your Christmas holiday to creating some media magic. 

Upcoming deadlines

Print OR video draft submission: Thursday 9 January 
Second submission: Thursday 16 January 

This allows you to prioritise your own project and deliver EITHER the video trailer OR the print work on 9 January and then submit the other half of the coursework the following week.

The video requires an exported 90-120 second TV drama trailer rough cut for the drama outlined in your Statement of Intent. This needs to be clearly labelled in your folder on Media Shared.

The print pages require four completed PDF files in your folder on Media Shared. You also need to save JPEG versions and post these to your blog.

You will then be given final tutorials on these rough cuts and drafts prior to the final deadline after February half-term.

Monday, December 09, 2019

Videogames - Metroid Prime 2: Echoes

Our second videogames CSP is Metroid Prime 2: Echoes (2004).

This is another in-depth CSP so will require significant work and research for an extensive blog case study.

The basics
  • First-person action-adventure game produced for Nintendo GameCube (2004)
  • Part of Metroid franchise – 7th game in series, sequel to Metroid Prime (original Metroid was 1986 on NES; latest release was Metroid: Samus Returns in 2017 on 3DS)
  • Sold around 800,000 copies worldwide (quite low based on Nintendo franchises and previous Metroid games) 
  • Game follows bounty hunter Samus Aran as she is sent to rescue Galactic Federation Marines
  • She must battle the Ing (a destructive race from another dimension) and a mysterious version of herself called Dark Samus
  • The game’s head-up display simulates the inside of Samus’s helmet and features map, radar, health bar, weapons and more
  • Prime 2 Echoes is the first Metroid title to feature a 4-player multiplayer element

Metroid Prime 2: Echoes - blog tasks

Create a new blogpost called 'Metroid Prime 2: Echoes case study' and complete the following in-depth tasks.

Language

Analyse the game cover for Metroid Prime 2: Echoes (above).

1) How does the cover communicate the genre of the game?

2) What does the cover suggest regarding gameplay and audience pleasures?

3) Does the cover sexualise the character of Samus Aran? Why/why not?


Trailer analysis

Watch the trailer for the game:




1) What do you notice about genre?

2) How is the character introduced? Is Samus Aran obviously female?

3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?


Gameplay analysis

Watch the following gameplay clips again:





1) What does the gameplay for Metroid Prime 2: Echoes involve?

2) Write an analysis of the media language choices in the construction of the game: e.g. genre, narrative, mise-en-scene, camera shots etc.

3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.



Audience

Research the audience for Nintendo and specifically the Metroid franchise, including Metroid Prime 2: Echoes. You may wish to start with the following pages:

Reddit discussion of why people play Metroid
Giant Bomb forum: Who exactly is Nintendo’s demographics?
Reset Era: Nintendo’s audience getting older

1) Who might the target audience be for Metroid Prime 2: Echoes, based on your research? Discuss demographics and psychographics.

2) How has Nintendo’s audience changed since the original Metroid game in 1986?

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?

4) What effects might Metroid have on audiences? Apply media effects theories (e.g. Bandura’s social learning theory, Gerbner’s cultivation theory). 

Read this Gamesparks feature on gaming demographics and answer the following questions:

1) Who is considered to be the stereotypical gamer?

2) What has changed this?

3) What role do women play in the videogames market? Quote statistics from the article here.

4) Why are older gamers becoming a particularly important market for videogames producers? How can you link this to the Metroid franchise?

5) What does the article suggest regarding audience pleasures and expectations for different generations of gamer?


Industries

Read this Destructoid blog on the Metroid franchise. Answer the following:

1) Why has Metroid never quite fitted with the Nintendo brand?

2) What franchises have overtaken Metroid in the sci-fi hyper-realism genre in recent years?

3) Why does the writer link old boy bands from the music industry to the Metroid franchise? Do you agree with this reading of the brand?

4) What is an ‘AAA’ or ‘triple-A game’ in the videogames industry?

5) Do you think there will be further Metroid games featuring Samus Aran? Should there be?


Representation

Read this BBC3 feature on Samus Aran and answer the questions below:

1) What was notable about the original Metroid game in 1986?

2) What were the inspirations behind the gameplay and construction of Metroid?

3) Why are the endings to the original Metroid considered controversial?

4) What reaction do you think the reveal of Samus Aran in a bikini would have got when the game was first released in 1986? Have attitudes towards women changed?

5) How have later versions of the Metroid franchise sexualised the character of Samus Aran?

6) How can we apply Liesbet van Zoonen’s work to Samus Aran and Metroid?

7) What did Brianna Wu suggest regarding the character of Samus Aran?

8) Do you see Samus Aran as a feminist icon or simply another exploited female character?


Read this Houston Press feature on Samus Aran and entitled male gamers. Answer the following questions:

1) What does Anita Sarkeesian suggest regarding Samus Aran?

2) Why does Brianna Wu (and others) suggest Samus Aran may be transgender?

3) Why is Samus Aran useful for male gamers trying to argue videogames are not sexist?

4) Why are Lara Croft, Zelda and Peach not ideal examples to argue for female equality in videogames?

5) What does the ‘SJW’ in ‘SJW-gender politics’ refer to?

6) How can we apply Gerbner’s Cultivation theory to representations of women in videogames as discussed in the article? How might this lead to ‘entitled male gamers’? 


7) Does the videogame industry have a problem with gender? Provide evidence for your argument.


Complete for homework - due in the first lesson back after Christmas.