Wednesday, February 27, 2019

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 - Language & Audience 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 11 March.

Monday, February 25, 2019

Media Awards 2019: submit your work!

Submit your work for the 2019 Media Awards!

You can now submit your work for the 2019 Media Awards – to be held on Tuesday 26 March 2019. The awards will cover the following in a variety of categories:
  • GCSE Music Video (last year’s coursework)
  • GCSE Science Fiction TV Drama extracts (this year’s coursework)
  • A Level Film Trailers (this year’s coursework)
There is a folder on the Media Shared drive called Media Awards submissions with a folder within it for GCSE and A Level. Make sure your name is in the video file and simply place a copy of your work in the right folder.

If you have any questions you can speak to our brilliant new Media/Art technician Mr Shepherd who will be happy to help you out.

Once we’ve looked through the submissions we will publish a full list of nominations and ticket details for this year's Awards.

Submission deadline: Monday 4 March

Radio: The Surgery & Life Hacks

Our first CSP for radio is the BBC Radio 1 show The Surgery.

Our key concepts for Radio are industries and audience so these are the contexts we need to consider when studying the texts.

The Surgery

The Surgery was an evening radio show on BBC Radio 1 that ran between 1999 and 2017. Most recently, it was on every Wednesday at 9pm and ran for 60 minutes. It featured presenter Katie Thistleton and advice from Dr Radha Modgil.

It worked like an agony aunt column in old teenage magazines and took on controversial subjects such as gender identity, sexuality, relationships and mental health. It featured texts and calls from listeners and the post-watershed slot meant adult topics could be discussed.

The Surgery > Life Hacks

In November 2017, The Surgery was merged into a new Sunday afternoon show called Life Hacks that runs between 4pm – 6pm presented by Cel Spellman and Katie Thistleton. This mostly plays music but offers advice segments with Dr Modgil covering similar topics to The Surgery.

Although both The Surgery and Life Hacks ran in scheduled broadcast slots, in recent years the programme has been available as a podcast and encourages digital consumption and interaction. 

The Surgery



Life Hacks: Stormzy interview



Life Hacks: debt advice feature on BBC Sounds

Listen to this debt advice feature on BBC Sounds.


BBC Radio 1: History

BBC Radio 1 launched in 1967 playing pop music and using jingles in the style of American radio. It was a significant change from previous BBC content and was hugely popular in the 1970s and 1980s (some shows had 10m+ listeners). 

It became available on DAB digital radio in 1995 but not promoted until digital radios were more popular in 2002. It is available via digital TV and online via BBC Sounds.

Radio 1 is famous for events as well as radio – summer Roadshows, Big Weekends and the annual Teen Awards. 


Industries: Radio in decline

Although the BBC still boasts impressive audience figures for BBC Radio 2 and 4, it has struggled to attract young listeners to BBC Radio 1 in recent years.

Since 2010 listeners have declined – and although BBC R1 targets 15-29 year olds the average listener in 2017 was aged 30. Radio 1 is increasingly focusing on digital and social media with 16m weekly YouTube views reached in 2018.


BBC Radio 1 - The Surgery & Life Hacks: Blog tasks

Analysis

Listen to the extracts from The Surgery and Life Hacks above and answer the following questions:

1) What do the titles The Surgery and Life Hacks suggest?

2) How are the programmes constructed to appeal to a youth audience?

3) What does the choice of presenter (e.g. Katie Thistleton) and Dr Modgil suggest about the BBC’s approach to diversity and representation?

4) Look at this promotional graphic produced by BBC for The Surgery. How does it construct a representation of a youth audience?



5) Now look at the graphic from a digital media perspective: how does it suggest audiences are listening to and interacting with BBC broadcasts in the digital media landscape?


Audience

1) What is the target audience for BBC Radio 1?

2) Who is the actual audience for BBC Radio 1?

3) What audience pleasures are offered by The Surgery and Life Hacks? Apply Blumler and Katz’s Uses and Gratifications theory.

4) Read these Guardian reviews of The Surgery and Life Hacks. What do the reviews praise the programmes for?


5) Read this NME feature on Radio 1 listener figures. What are the key statistics to take from this article regarding the decline in Radio 1 audience ratings?


Industries

1) How does The Surgery and Life Hacks meet the BBC mission statement to Educate, Inform and Entertain? 

2) Read the first five pages of this Ofcom document laying out its regulation of the BBC. Pick out three key points in the summary section.

3) Now read what the license framework will seek to do (letters a-h). Which of these points relate to BBC Radio 1 and The Surgery / Life Hacks?

4) What do you think are the three most important aspects in the a-h list? Why?

5) Read point 1.9: What do Ofcom plan to review in terms of diversity and audience? 

Read this Guardian interview with BBC 1 Controller Ben Cooper.

6) What is Ben Cooper trying to do with Radio 1?

7) How does he argue that Radio 1 is doing better with younger audiences than the statistics suggest?

8) Why does he suggest Radio 1 is distinctive from commercial radio?

9) Why is Radio 1 increasingly focusing on YouTube views and digital platforms?

10) In your opinion, should the BBC’s remit include targeting young audiences via Radio 1 or should this content be left to commercial broadcasters? Explain your answer.


Complete for homework - due for your first A Level Media PPE.

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 Monday 11 March.

Thursday, February 14, 2019

Radio: Introduction to radio

Our final media topic is radio.

We have two CSPs to study and also need to consider the place for radio in a digital media landscape.

Radio CSPS

War of the Worlds – Columbia Broadcasting Company (1938)

The Surgery – BBC Radio 1 (2017)

These are targeted CSPs and need to be studied with reference to two elements of the Theoretical Framework (Audiences and Industries) and all relevant contexts. 


Example exam questions

Briefly define public service broadcasting (PSB) [2 marks]

To what extent is War of the Worlds a historically significant media product? [20 marks]

Identify two strategies or techniques used by Radio 1 to attract a youth audience. Explain the reason for each. [4 marks]

Explain how regulatory contexts shape the output of media industries. You should refer to your radio Close Study Product, The Surgery. [9 marks]


Key question: Is radio still relevant in the digital age?

How does radio respond to the digital media landscape we now find ourselves in. Will younger audiences listen to the radio? Does it have influence? Are podcasts the future for younger listeners?


BBC Sounds

BBC Sounds is a new app designed to bring younger listeners to BBC Radio content. It aims to fulfil its requirements as a public service broadcaster while also responding to the demands of the digital media landscape.




The ShoutOut Network

The Shoutout Network is a London-based network of diverse podcasts designed to give a platform for BAME voices. It demonstrates the rise of independent media producers in the 21st century media landscape. The representation of minority voices also arguably provides an element of public service broadcasting.





Introduction to radio: blog tasks

Create a new blogpost called 'Introduction to Radio' on your Media 2 Coursework blog and complete the following tasks:

BBC Sounds

Read this Guardian feature on the launch of BBC Sounds and answer the following questions:

1) Why does the article suggest that ‘on the face of it, BBC Radio is in rude health’?

2) What percentage of under-35s use the BBC iPlayer catch-up radio app?

3) What is BBC Sounds?

4) How do audiences listen to radio content in the digital age?

5) What does Jason Phipps suggest is important for radio and podcast content aimed at younger audiences?

6) Why does the BBC need to stay relevant?

Now read this review of the BBC Sounds app.

7) What content does the BBC Sounds app offer?

8) How does it link to BBC Radio?

9) What are the criticisms of the BBC Sounds app?

10) Two new podcasts were launched alongside the BBC Sounds app. What are they and why might they appeal to younger audiences?


ShoutOut Network

Read this Huffington Post feature on the Shout Out Network and answer the following questions:

1) What is the ShoutOut Network?

2) What podcasts are offered by the ShoutOut Network?

3) What audience do they reach?

4) What are the 2015 statistics on podcast listening in the UK?

5) The article suggests podcasts are ‘picking up more steam’. Do you think podcasts the future of radio?


Complete for homework - due first lesson after half-term.

Sunday, February 10, 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 lesson time and half-term 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: first lesson after half-term

Sunday, February 03, 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 half-term.

Friday, February 01, 2019

Year 13 Coursework deadline: extension

We have re-worked lesson plans for the next couple of weeks in order to give you an extension on your Media coursework.

As you know, this is the first time we have run the new specification so it is a learning curve for all of us in terms of covering exam texts and completing coursework. We still have vital work to do on Videogames and Radio before the full Year 13 PPEs in March but have managed to re-work things to create an extra week to work on coursework. 

New deadline: Thursday 7 February

You will have next week's coursework lessons to continue working on this (and receiving feedback) but by the end of your double lesson need to submit the following:

1) Exported film trailer MP4 video file (90-120 seconds)
2) Three film posters in PDF format

Our new Media Technician, Mr Shepherd, is starting next week so will collect your work from your folder in the Student section of the Media Shared drive.

If you need to submit an updated Statement of Intent make sure you email this to your coursework teacher so we can print it and mark your production work against the correct statement. Important: you are given a mark of 15 for the way you have created representations in your production work and without addressing this in detail in your Statement of Intent you will not receive many marks for this section. 

The marks are allocated as follows:

Statement of Intent: 10
Detailed use of media language, terminology and theory; focus on audience, representations and industry contexts; consistently appropriate to the brief.

Media Language: 15
Creating clear meanings in your production through media language choices; clear and effective narrative; constructs a clear point of view that reflects appropriate values and ideologies. 

Media Representations: 15
Effective use or subversion of stereotypes; appropriate for form (trailer), genre and audience; meanings communicated clearly.

Effectiveness and engagement with industry and audience: 20
How engaging product is for target audience; appropriate mode of address, codes and conventions for form, genre and industry; opportunities taken for digital convergence and synergy across both products; meets all requirements of the brief.

The original brief is in the AQA Student booklet here and the optional guidance we created for the Statement of Intent can be found here

In many ways, the challenge is simple: create work that is approaching professional standards and that fully meets the brief we have been given. Good luck!